[5:0130/234615.492202:ERROR:bus.cc(399)] Failed to connect to the bus: Failed to connect to socket /run/dbus/system_bus_socket: Нет такого файла или каталога
[5:0130/234615.676865:ERROR:bus.cc(399)] Failed to connect to the bus: Failed to connect to socket /run/dbus/system_bus_socket: Нет такого файла или каталога
[5:0130/234615.677012:ERROR:bus.cc(399)] Failed to connect to the bus: Failed to connect to socket /run/dbus/system_bus_socket: Нет такого файла или каталога
/app/lib/python3.12/site-packages/jamovi/server/__main__.py:121: DeprecationWarning: There is no current event loop
  loop = get_event_loop()

jamovi
version: 0.0.0
cli:     0.0.0

jamovi.server.server - listening across origin(s): 127.0.0.1:46883 127.0.0.1:44127 127.0.0.1:38779
jamovi.server.server - jamovi accessible from: 127.0.0.1:46883/?access_key=3a56b0a1d52345afa340f8b885b0d910

ports: 46883, 44127, 38779, access_key: 3a56b0a1d52345afa340f8b885b0d910

[45:0130/234617.457282:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.459581:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.461484:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.465555:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.467020:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.468292:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.472734:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.474071:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.476946:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.479756:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.481421:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.487749:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.488525:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.489335:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.491266:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.493074:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.499614:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.501202:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.502594:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.504480:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.514860:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.517014:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.518762:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.520230:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.521555:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.522741:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.527333:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.528895:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.540876:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.541983:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.544151:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.545198:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.545826:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.546455:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.547318:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.548345:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.549004:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.554804:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.556405:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.557553:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.558175:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.559653:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.560651:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.561301:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.563325:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.564489:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.565167:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.566041:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
    mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
    edgeAlpha *= innerAlpha;
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.566655:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.567603:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.568243:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.568861:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.569643:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.570241:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.570857:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.571524:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.573094:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.574954:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.576208:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.578398:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float coverage;in half4 color;in float4 geomSubset;flat out half4 vcolor_S0;noperspective out float vcoverage_S0;flat out float4 vgeomSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
float2 position = position.xy;vcolor_S0 = color;vcoverage_S0 = coverage;vgeomSubset_S0 = geomSubset;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float vcoverage_S0;flat in float4 vgeomSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float coverage = vcoverage_S0;float4 geoSubset;geoSubset = vgeomSubset_S0;half4 dists4 = clamp(half4(1, 1, -1, -1) * half4(sk_FragCoord.xyxy - geoSubset), 0, 1);
half2 dists2 = dists4.xy + dists4.zw - 1;
half subsetCoverage = dists2.x * dists2.y;
coverage = min(coverage, subsetCoverage);half4 outputCoverage_S0 = half4(half(coverage));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp float coverage;
in mediump vec4 color;
in highp vec4 geomSubset;
flat out mediump vec4 vcolor_S0;
noperspective out highp float vcoverage_S0;
flat out highp vec4 vgeomSubset_S0;
void main() {
    highp vec2 position = position;
    vcolor_S0 = color;
    vcoverage_S0 = coverage;
    vgeomSubset_S0 = geomSubset;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp float vcoverage_S0;
flat in highp vec4 vgeomSubset_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float coverage = vcoverage_S0;
    highp vec4 geoSubset;
    geoSubset = vgeomSubset_S0;
    mediump vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - geoSubset), 0.0, 1.0);
    mediump vec2 dists2 = (dists4.xy + dists4.zw) - 1.0;
    mediump float subsetCoverage = dists2.x * dists2.y;
    coverage = min(coverage, subsetCoverage);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.580941:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.581979:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.585031:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.586736:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.588338:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.592799:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.593893:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.595732:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.597456:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.599960:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.604946:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.607098:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.608455:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.610478:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.612129:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.613621:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.615082:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.615869:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.617884:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.618597:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.622416:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.623632:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.625514:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.626221:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.627143:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.627978:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.628660:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.629277:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.630136:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.631104:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.631751:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.633777:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.634951:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.635741:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.636437:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.637327:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.638337:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.638996:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.640956:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.642084:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.642786:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.643709:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
    mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
    edgeAlpha *= innerAlpha;
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.644356:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.645323:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.646034:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.646670:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.647510:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.648190:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.648834:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.649491:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.650414:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.651546:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.652432:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.653437:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float coverage;in half4 color;in float4 geomSubset;flat out half4 vcolor_S0;noperspective out float vcoverage_S0;flat out float4 vgeomSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
float2 position = position.xy;vcolor_S0 = color;vcoverage_S0 = coverage;vgeomSubset_S0 = geomSubset;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float vcoverage_S0;flat in float4 vgeomSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float coverage = vcoverage_S0;float4 geoSubset;geoSubset = vgeomSubset_S0;half4 dists4 = clamp(half4(1, 1, -1, -1) * half4(sk_FragCoord.xyxy - geoSubset), 0, 1);
half2 dists2 = dists4.xy + dists4.zw - 1;
half subsetCoverage = dists2.x * dists2.y;
coverage = min(coverage, subsetCoverage);half4 outputCoverage_S0 = half4(half(coverage));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp float coverage;
in mediump vec4 color;
in highp vec4 geomSubset;
flat out mediump vec4 vcolor_S0;
noperspective out highp float vcoverage_S0;
flat out highp vec4 vgeomSubset_S0;
void main() {
    highp vec2 position = position;
    vcolor_S0 = color;
    vcoverage_S0 = coverage;
    vgeomSubset_S0 = geomSubset;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp float vcoverage_S0;
flat in highp vec4 vgeomSubset_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float coverage = vcoverage_S0;
    highp vec4 geoSubset;
    geoSubset = vgeomSubset_S0;
    mediump vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - geoSubset), 0.0, 1.0);
    mediump vec2 dists2 = (dists4.xy + dists4.zw) - 1.0;
    mediump float subsetCoverage = dists2.x * dists2.y;
    coverage = min(coverage, subsetCoverage);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.655462:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.657301:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.658014:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.659606:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.661158:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.662724:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.664502:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.666006:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.667525:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.668436:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.669967:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.671504:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.673028:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.673683:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.675242:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.676758:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.680051:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.682088:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.683927:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.687263:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.689898:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.691962:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.693735:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.695267:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.696780:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.697435:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.698993:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.700112:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.702281:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.702906:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.705008:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.705775:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.709962:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.710701:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.713212:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.716138:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.717076:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.718388:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.719672:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.724091:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.724781:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.727048:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.729380:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.730310:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.731694:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.736807:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.737825:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.738546:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.740156:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.742277:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.745494:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_4_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_4_S0 = float3x2(umatrix_S1_c0_c0) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4x4 um_S1;uniform half4 uv_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_4_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input) {
float2 inCoord = vTransformedCoords_4_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0_c0.xy, uclamp_S1_c0_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;}

half4 MatrixEffect_S1_c0_c0(half4 _input) {
return TextureEffect_S1_c0_c0_c0(_input);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = MatrixEffect_S1_c0_c0(_input);
half4 _tmp_0_inColor = _input;
return half4(_input);
}

half4 ColorMatrix_S1(half4 _input) {
_input = DisableCoverageAsAlpha_S1_c0(_input);
half4 _tmp_1_inColor = _input;
if (bool(int(1))) {
_input = unpremul(_input);
}
_input = um_S1 * _input + uv_S1;
if (bool(int(1))) {
_input = saturate(_input);
} else {
_input.w = saturate(_input.w);
}
if (bool(int(1))) {
_input.xyz *= _input.w;
}
return half4(_input);
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = ColorMatrix_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_4_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_4_S0 = mat3x2(umatrix_S1_c0_c0) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uclamp_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0;
uniform mediump mat4 um_S1;
uniform mediump vec4 uv_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_4_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _14_input = outputColor_S0;
    mediump vec4 _15_input = _14_input;
    highp vec2 _16_inCoord = vTransformedCoords_4_S0;
    highp vec2 _17_subsetCoord;
    _17_subsetCoord.x = _16_inCoord.x;
    _17_subsetCoord.y = _16_inCoord.y;
    highp vec2 _18_clampedCoord;
    _18_clampedCoord = clamp(_17_subsetCoord, uclamp_S1_c0_c0_c0.xy, uclamp_S1_c0_c0_c0.zw);
    mediump vec4 _19_textureColor = texture(uTextureSampler_0_S1, _18_clampedCoord, -0.5);
    _15_input = _19_textureColor;
    _14_input = _15_input;
    {
        _14_input = vec4(_14_input.xyz / max(_14_input.w, 0.0001), _14_input.w);
    }
    _14_input = um_S1 * _14_input + uv_S1;
    {
        _14_input = clamp(_14_input, 0.0, 1.0);
    }
    {
        _14_input.xyz *= _14_input.w;
    }
    output_S1 = _14_input;
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.749120:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_4_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_4_S0 = float3x2(umatrix_S1_c0_c0) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4x4 um_S1;uniform half4 uv_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_4_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input) {
float2 inCoord = vTransformedCoords_4_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0_c0.xy, uclamp_S1_c0_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;}

half4 MatrixEffect_S1_c0_c0(half4 _input) {
return TextureEffect_S1_c0_c0_c0(_input);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = MatrixEffect_S1_c0_c0(_input);
half4 _tmp_0_inColor = _input;
return half4(_input);
}

half4 ColorMatrix_S1(half4 _input) {
_input = DisableCoverageAsAlpha_S1_c0(_input);
half4 _tmp_1_inColor = _input;
if (bool(int(1))) {
_input = unpremul(_input);
}
_input = um_S1 * _input + uv_S1;
if (bool(int(1))) {
_input = saturate(_input);
} else {
_input.w = saturate(_input.w);
}
if (bool(int(1))) {
_input.xyz *= _input.w;
}
return half4(_input);
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = ColorMatrix_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_4_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_4_S0 = mat3x2(umatrix_S1_c0_c0) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uclamp_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0;
uniform mediump mat4 um_S1;
uniform mediump vec4 uv_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_4_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _14_input = outputColor_S0;
    mediump vec4 _15_input = _14_input;
    highp vec2 _16_inCoord = vTransformedCoords_4_S0;
    highp vec2 _17_subsetCoord;
    _17_subsetCoord.x = _16_inCoord.x;
    _17_subsetCoord.y = _16_inCoord.y;
    highp vec2 _18_clampedCoord;
    _18_clampedCoord = clamp(_17_subsetCoord, uclamp_S1_c0_c0_c0.xy, uclamp_S1_c0_c0_c0.zw);
    mediump vec4 _19_textureColor = texture(uTextureSampler_0_S1, _18_clampedCoord, -0.5);
    _15_input = _19_textureColor;
    _14_input = _15_input;
    {
        _14_input = vec4(_14_input.xyz / max(_14_input.w, 0.0001), _14_input.w);
    }
    _14_input = um_S1 * _14_input + uv_S1;
    {
        _14_input = clamp(_14_input, 0.0, 1.0);
    }
    {
        _14_input.xyz *= _14_input.w;
    }
    output_S1 = _14_input;
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.756200:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.761871:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.764809:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.766720:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.769326:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.775676:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.778220:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.781335:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.782992:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.783683:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.785625:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.787671:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.790873:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.792482:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.794127:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.795624:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.797140:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.797797:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.800257:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.802579:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.804925:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.805599:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.807069:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.808574:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.810069:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.810720:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.812171:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.813656:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.815150:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.815793:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.817269:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.818774:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.820240:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.820877:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.822366:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.823826:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.825271:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.825918:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.827385:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.828891:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.830690:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.831341:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.832802:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.834258:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.835723:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.836352:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.837818:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.839289:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.840767:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.841402:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.842854:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.844310:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.845807:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.846459:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.847953:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.849721:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.851230:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.851936:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.853526:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.855013:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.856471:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.857075:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.858539:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.860001:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.861484:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.862101:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.863570:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.865013:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.866478:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.867068:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.868525:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.870010:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.871485:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.872083:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.873541:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.875001:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.876464:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.877076:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.878536:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.879998:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.881483:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.882082:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.883545:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.885014:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.886503:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.887117:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.888592:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.890022:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.891497:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.892345:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.893972:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.895661:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.897238:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.897884:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.899433:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.901028:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.902596:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.903222:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.904709:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.906165:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.907685:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.908535:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.910088:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.911568:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.913023:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.913666:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.915099:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.916580:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.918025:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.918654:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.920078:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.921593:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.923075:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.923706:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.925130:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.926636:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.928110:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.928753:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.930189:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.931657:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.933130:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.933757:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.935218:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.936674:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.938161:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.938815:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.940262:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.941729:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.943230:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.943870:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.945337:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.946808:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.953529:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.955929:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.957832:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.958932:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
const int kFillBW_S1_c0 = 0;
const int kInverseFillBW_S1_c0 = 2;
const int kInverseFillAA_S1_c0 = 3;
uniform float4 urectUniform_S1_c0;flat in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) {
half4 _tmp_0_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Blend_S1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c0(_src), _src);}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * output_S1;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 urectUniform_S1_c0;
flat in mediump vec4 vcolor_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump float _3_coverage;
    {
        _3_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _3_coverage = 1.0 - _3_coverage;
    }
    output_S1 = vec4(_3_coverage);
    {
        sk_FragColor = outputColor_S0 * output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.959572:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.960180:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.961668:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.962257:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.963148:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.964007:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.964650:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.965332:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.966334:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.967523:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.968394:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.971458:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.973424:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.974827:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.975945:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.977453:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.979323:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.980365:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.983564:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.985175:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.986173:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.987333:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
    mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
    edgeAlpha *= innerAlpha;
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.988175:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.989490:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.990460:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.991328:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.992371:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.993130:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.993863:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.994583:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.995281:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.996310:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.997242:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234617.998449:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float coverage;in half4 color;in float4 geomSubset;flat out half4 vcolor_S0;noperspective out float vcoverage_S0;flat out float4 vgeomSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
float2 position = position.xy;vcolor_S0 = color;vcoverage_S0 = coverage;vgeomSubset_S0 = geomSubset;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float vcoverage_S0;flat in float4 vgeomSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float coverage = vcoverage_S0;float4 geoSubset;geoSubset = vgeomSubset_S0;half4 dists4 = clamp(half4(1, 1, -1, -1) * half4(sk_FragCoord.xyxy - geoSubset), 0, 1);
half2 dists2 = dists4.xy + dists4.zw - 1;
half subsetCoverage = dists2.x * dists2.y;
coverage = min(coverage, subsetCoverage);half4 outputCoverage_S0 = half4(half(coverage));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp float coverage;
in mediump vec4 color;
in highp vec4 geomSubset;
flat out mediump vec4 vcolor_S0;
noperspective out highp float vcoverage_S0;
flat out highp vec4 vgeomSubset_S0;
void main() {
    highp vec2 position = position;
    vcolor_S0 = color;
    vcoverage_S0 = coverage;
    vgeomSubset_S0 = geomSubset;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp float vcoverage_S0;
flat in highp vec4 vgeomSubset_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float coverage = vcoverage_S0;
    highp vec4 geoSubset;
    geoSubset = vgeomSubset_S0;
    mediump vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - geoSubset), 0.0, 1.0);
    mediump vec2 dists2 = (dists4.xy + dists4.zw) - 1.0;
    mediump float subsetCoverage = dists2.x * dists2.y;
    coverage = min(coverage, subsetCoverage);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.001115:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.004065:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.005081:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.007639:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.010123:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.012578:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.014667:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.016599:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.018439:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.019514:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.021371:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.023315:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.025403:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.026224:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.028056:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.029883:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.031726:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.032775:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.033719:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.035467:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.037180:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.038795:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.040320:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.041787:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.043230:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.043859:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.045283:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.047495:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.049037:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.049680:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.051123:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.052553:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.054028:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.054643:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.056073:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.057522:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.059003:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.059637:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.061053:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.062559:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.064004:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.064617:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.066052:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.067527:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.069031:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.069678:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.071151:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.072632:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.074078:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.074710:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.076138:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.077624:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.079052:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.079673:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.081091:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.082570:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.084028:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.084644:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.086062:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.087554:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.089024:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.089640:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.091075:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.092538:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.094023:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.094664:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.096081:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.097554:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.099013:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.099628:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.101028:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.102514:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.103999:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.104613:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.106032:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.107488:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.108945:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.109592:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.111016:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.112470:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.113947:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.114576:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.116006:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.117487:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.118976:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.119589:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.121025:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.122474:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.123956:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.124568:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.125995:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.127445:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.128939:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.129567:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.131014:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.132465:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.133907:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.134557:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.136008:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.137436:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.138921:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.139535:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.140955:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.142444:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.143922:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.144532:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.146011:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.147468:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.148957:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.149594:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.151031:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.152512:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.153971:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.154602:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.156023:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.157443:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.158937:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.159573:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.160998:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.162438:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.163905:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.164537:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.165977:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.167467:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.168953:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.169572:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.171014:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.172484:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.173958:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.174575:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.176028:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.177502:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.178965:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.179593:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.181015:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.182520:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.184001:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.184633:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.186061:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.187508:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.189010:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.189641:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.191046:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.192526:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.194013:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.194630:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.196067:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.197526:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.198997:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.199624:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.201073:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.202562:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.203452:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.205813:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.206740:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.207369:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.207960:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.208721:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.209946:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_4_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_4_S0 = float3x2(umatrix_S1_c0_c0) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4x4 um_S1;uniform half4 uv_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_4_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input) {
float2 inCoord = vTransformedCoords_4_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0_c0.xy, uclamp_S1_c0_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;}

half4 MatrixEffect_S1_c0_c0(half4 _input) {
return TextureEffect_S1_c0_c0_c0(_input);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = MatrixEffect_S1_c0_c0(_input);
half4 _tmp_0_inColor = _input;
return half4(_input);
}

half4 ColorMatrix_S1(half4 _input) {
_input = DisableCoverageAsAlpha_S1_c0(_input);
half4 _tmp_1_inColor = _input;
if (bool(int(1))) {
_input = unpremul(_input);
}
_input = um_S1 * _input + uv_S1;
if (bool(int(1))) {
_input = saturate(_input);
} else {
_input.w = saturate(_input.w);
}
if (bool(int(1))) {
_input.xyz *= _input.w;
}
return half4(_input);
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = ColorMatrix_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_4_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_4_S0 = mat3x2(umatrix_S1_c0_c0) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uclamp_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0;
uniform mediump mat4 um_S1;
uniform mediump vec4 uv_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_4_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _14_input = outputColor_S0;
    mediump vec4 _15_input = _14_input;
    highp vec2 _16_inCoord = vTransformedCoords_4_S0;
    highp vec2 _17_subsetCoord;
    _17_subsetCoord.x = _16_inCoord.x;
    _17_subsetCoord.y = _16_inCoord.y;
    highp vec2 _18_clampedCoord;
    _18_clampedCoord = clamp(_17_subsetCoord, uclamp_S1_c0_c0_c0.xy, uclamp_S1_c0_c0_c0.zw);
    mediump vec4 _19_textureColor = texture(uTextureSampler_0_S1, _18_clampedCoord, -0.5);
    _15_input = _19_textureColor;
    _14_input = _15_input;
    {
        _14_input = vec4(_14_input.xyz / max(_14_input.w, 0.0001), _14_input.w);
    }
    _14_input = um_S1 * _14_input + uv_S1;
    {
        _14_input = clamp(_14_input, 0.0, 1.0);
    }
    {
        _14_input.xyz *= _14_input.w;
    }
    output_S1 = _14_input;
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.210571:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.211357:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.212508:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_4_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_4_S0 = float3x2(umatrix_S1_c0_c0) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uclamp_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0;uniform half4x4 um_S1;uniform half4 uv_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_4_S0;half4 TextureEffect_S1_c0_c0_c0(half4 _input) {
float2 inCoord = vTransformedCoords_4_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0_c0.xy, uclamp_S1_c0_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;}

half4 MatrixEffect_S1_c0_c0(half4 _input) {
return TextureEffect_S1_c0_c0_c0(_input);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = MatrixEffect_S1_c0_c0(_input);
half4 _tmp_0_inColor = _input;
return half4(_input);
}

half4 ColorMatrix_S1(half4 _input) {
_input = DisableCoverageAsAlpha_S1_c0(_input);
half4 _tmp_1_inColor = _input;
if (bool(int(1))) {
_input = unpremul(_input);
}
_input = um_S1 * _input + uv_S1;
if (bool(int(1))) {
_input = saturate(_input);
} else {
_input.w = saturate(_input.w);
}
if (bool(int(1))) {
_input.xyz *= _input.w;
}
return half4(_input);
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = ColorMatrix_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_4_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_4_S0 = mat3x2(umatrix_S1_c0_c0) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uclamp_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0;
uniform mediump mat4 um_S1;
uniform mediump vec4 uv_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_4_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _14_input = outputColor_S0;
    mediump vec4 _15_input = _14_input;
    highp vec2 _16_inCoord = vTransformedCoords_4_S0;
    highp vec2 _17_subsetCoord;
    _17_subsetCoord.x = _16_inCoord.x;
    _17_subsetCoord.y = _16_inCoord.y;
    highp vec2 _18_clampedCoord;
    _18_clampedCoord = clamp(_17_subsetCoord, uclamp_S1_c0_c0_c0.xy, uclamp_S1_c0_c0_c0.zw);
    mediump vec4 _19_textureColor = texture(uTextureSampler_0_S1, _18_clampedCoord, -0.5);
    _15_input = _19_textureColor;
    _14_input = _15_input;
    {
        _14_input = vec4(_14_input.xyz / max(_14_input.w, 0.0001), _14_input.w);
    }
    _14_input = um_S1 * _14_input + uv_S1;
    {
        _14_input = clamp(_14_input, 0.0, 1.0);
    }
    {
        _14_input.xyz *= _14_input.w;
    }
    output_S1 = _14_input;
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.213347:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.214058:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.215921:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.217953:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.218647:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.219271:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.220774:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.221399:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.222211:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.222797:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.223641:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.224572:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.225148:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.227032:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.228127:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.228736:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.229326:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.230081:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.230993:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.231583:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.233463:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.234546:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.235189:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.236013:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
    mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
    edgeAlpha *= innerAlpha;
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.236609:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.237512:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.238073:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.238637:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.239419:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.240004:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.240573:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.241083:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.241646:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.242428:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.243180:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.244099:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float coverage;in half4 color;in float4 geomSubset;flat out half4 vcolor_S0;noperspective out float vcoverage_S0;flat out float4 vgeomSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
float2 position = position.xy;vcolor_S0 = color;vcoverage_S0 = coverage;vgeomSubset_S0 = geomSubset;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float vcoverage_S0;flat in float4 vgeomSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float coverage = vcoverage_S0;float4 geoSubset;geoSubset = vgeomSubset_S0;half4 dists4 = clamp(half4(1, 1, -1, -1) * half4(sk_FragCoord.xyxy - geoSubset), 0, 1);
half2 dists2 = dists4.xy + dists4.zw - 1;
half subsetCoverage = dists2.x * dists2.y;
coverage = min(coverage, subsetCoverage);half4 outputCoverage_S0 = half4(half(coverage));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp float coverage;
in mediump vec4 color;
in highp vec4 geomSubset;
flat out mediump vec4 vcolor_S0;
noperspective out highp float vcoverage_S0;
flat out highp vec4 vgeomSubset_S0;
void main() {
    highp vec2 position = position;
    vcolor_S0 = color;
    vcoverage_S0 = coverage;
    vgeomSubset_S0 = geomSubset;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp float vcoverage_S0;
flat in highp vec4 vgeomSubset_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float coverage = vcoverage_S0;
    highp vec4 geoSubset;
    geoSubset = vgeomSubset_S0;
    mediump vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - geoSubset), 0.0, 1.0);
    mediump vec2 dists2 = (dists4.xy + dists4.zw) - 1.0;
    mediump float subsetCoverage = dists2.x * dists2.y;
    coverage = min(coverage, subsetCoverage);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.246006:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.246933:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.247531:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.248092:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.248883:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.249453:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.250005:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.250519:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.251062:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.251866:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.252396:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.252975:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.254649:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.255287:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.256783:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.258315:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.259793:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.261262:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.262719:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.264197:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.265040:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.266534:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.268019:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.269528:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.270156:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.271636:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.273079:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.274561:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.275422:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.276221:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.277706:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.279162:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.280639:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.282118:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.283576:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.285034:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.285675:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.287152:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.288860:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.289511:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.290372:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.291154:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.291727:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.292508:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.293070:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.294892:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.295457:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.296001:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.296583:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.298499:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.299141:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.299695:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.300450:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.301172:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.303429:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.304557:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.305858:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.306977:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.308132:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.309162:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.310162:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.311178:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.312375:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.313467:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.314315:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.315504:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.316704:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.317724:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.318842:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.320021:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.321149:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.322137:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.323177:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.323888:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.324639:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.326524:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.328657:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.329373:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.329960:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.330770:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.332111:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.332743:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.334122:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
const int kFillBW_S1_c0 = 0;
const int kInverseFillBW_S1_c0 = 2;
const int kInverseFillAA_S1_c0 = 3;
const int kFillBW_S1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c0 = 3;
const int kFillBW_S1_c1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c1_c0 = 3;
uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) {
half4 _tmp_0_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c0(half4 _input) {
half4 _tmp_1_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Blend_S1_c1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c1_c0(_src), _src);}

half4 Blend_S1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c0(_src), Blend_S1_c1_c1(_src, _dst));}

half4 Blend_S1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * output_S1;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 urectUniform_S1_c0;
uniform highp vec4 urectUniform_S1_c1_c0;
uniform highp vec4 urectUniform_S1_c1_c1_c0;
noperspective in mediump vec4 vcolor_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump float _13_coverage;
    {
        _13_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _13_coverage = 1.0 - _13_coverage;
    }
    mediump float _15_coverage;
    {
        _15_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _15_coverage = 1.0 - _15_coverage;
    }
    mediump float _17_coverage;
    {
        _17_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _17_coverage = 1.0 - _17_coverage;
    }
    output_S1 = vec4(_13_coverage) * (vec4(_15_coverage) * vec4(_17_coverage));
    {
        sk_FragColor = outputColor_S0 * output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.335056:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.336616:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
const int kFillBW_S1_c0 = 0;
const int kInverseFillBW_S1_c0 = 2;
const int kInverseFillAA_S1_c0 = 3;
const int kFillBW_S1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c0 = 3;
const int kFillBW_S1_c1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c1_c0 = 3;
const int kFillBW_S1_c1_c1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c1_c1_c0 = 3;
uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) {
half4 _tmp_0_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c0(half4 _input) {
half4 _tmp_1_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c1_c1_c0(half4 _input) {
half4 _tmp_3_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Blend_S1_c1_c1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c1_c1_c0(_src), _src);}

half4 Blend_S1_c1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c1_c0(_src), Blend_S1_c1_c1_c1(_src, _dst));}

half4 Blend_S1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c0(_src), Blend_S1_c1_c1(_src, _dst));}

half4 Blend_S1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * output_S1;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 urectUniform_S1_c0;
uniform highp vec4 urectUniform_S1_c1_c0;
uniform highp vec4 urectUniform_S1_c1_c1_c0;
uniform highp vec4 urectUniform_S1_c1_c1_c1_c0;
noperspective in mediump vec4 vcolor_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump float _21_coverage;
    {
        _21_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _21_coverage = 1.0 - _21_coverage;
    }
    mediump float _23_coverage;
    {
        _23_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _23_coverage = 1.0 - _23_coverage;
    }
    mediump float _25_coverage;
    {
        _25_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _25_coverage = 1.0 - _25_coverage;
    }
    mediump float _27_coverage;
    {
        _27_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _27_coverage = 1.0 - _27_coverage;
    }
    output_S1 = vec4(_21_coverage) * (vec4(_23_coverage) * (vec4(_25_coverage) * vec4(_27_coverage)));
    {
        sk_FragColor = outputColor_S0 * output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.337534:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.340470:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.341297:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.343353:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.344442:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.346491:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.347169:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.347739:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.348633:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.349565:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.350132:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.351537:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
const int kFillBW_S1_c0 = 0;
const int kInverseFillBW_S1_c0 = 2;
const int kInverseFillAA_S1_c0 = 3;
const int kFillBW_S1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c0 = 3;
const int kFillBW_S1_c1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c1_c0 = 3;
uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) {
half4 _tmp_0_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c0(half4 _input) {
half4 _tmp_1_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Blend_S1_c1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c1_c0(_src), _src);}

half4 Blend_S1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c0(_src), Blend_S1_c1_c1(_src, _dst));}

half4 Blend_S1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * output_S1;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 urectUniform_S1_c0;
uniform highp vec4 urectUniform_S1_c1_c0;
uniform highp vec4 urectUniform_S1_c1_c1_c0;
noperspective in mediump vec4 vcolor_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump float _13_coverage;
    {
        _13_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _13_coverage = 1.0 - _13_coverage;
    }
    mediump float _15_coverage;
    {
        _15_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _15_coverage = 1.0 - _15_coverage;
    }
    mediump float _17_coverage;
    {
        _17_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _17_coverage = 1.0 - _17_coverage;
    }
    output_S1 = vec4(_13_coverage) * (vec4(_15_coverage) * vec4(_17_coverage));
    {
        sk_FragColor = outputColor_S0 * output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.352473:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.354025:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
const int kFillBW_S1_c0 = 0;
const int kInverseFillBW_S1_c0 = 2;
const int kInverseFillAA_S1_c0 = 3;
const int kFillBW_S1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c0 = 3;
const int kFillBW_S1_c1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c1_c0 = 3;
const int kFillBW_S1_c1_c1_c1_c0 = 0;
const int kInverseFillBW_S1_c1_c1_c1_c0 = 2;
const int kInverseFillAA_S1_c1_c1_c1_c0 = 3;
uniform float4 urectUniform_S1_c0;uniform float4 urectUniform_S1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c0;uniform float4 urectUniform_S1_c1_c1_c1_c0;noperspective in half4 vcolor_S0;half4 Rect_S1_c0(half4 _input) {
half4 _tmp_0_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c0 || int(2) == kInverseFillBW_S1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c0.zw), float4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c0 || int(2) == kInverseFillAA_S1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c0(half4 _input) {
half4 _tmp_1_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), float4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Rect_S1_c1_c1_c1_c0(half4 _input) {
half4 _tmp_3_inColor = _input;
half coverage;
if (int(2) == kFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillBW_S1_c1_c1_c1_c0) {
coverage = half(all(greaterThan(float4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), float4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy))));
} else {
half4 dists4 = saturate(half4(1.0, 1.0, -1.0, -1.0) * half4(sk_FragCoord.xyxy - urectUniform_S1_c1_c1_c1_c0));
half2 dists2 = (dists4.xy + dists4.zw) - 1.0;
coverage = dists2.x * dists2.y;
}
if (int(2) == kInverseFillBW_S1_c1_c1_c1_c0 || int(2) == kInverseFillAA_S1_c1_c1_c1_c0) {
coverage = 1.0 - coverage;
}
return half4(half4(coverage));
}

half4 Blend_S1_c1_c1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c1_c1_c0(_src), _src);}

half4 Blend_S1_c1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c1_c0(_src), Blend_S1_c1_c1_c1(_src, _dst));}

half4 Blend_S1_c1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c1_c0(_src), Blend_S1_c1_c1(_src, _dst));}

half4 Blend_S1(half4 _src, half4 _dst) {
return blend_modulate(Rect_S1_c0(_src), Blend_S1_c1(_src, _dst));}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Blend_S1(outputCoverage_S0, half4(1));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * output_S1;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 urectUniform_S1_c0;
uniform highp vec4 urectUniform_S1_c1_c0;
uniform highp vec4 urectUniform_S1_c1_c1_c0;
uniform highp vec4 urectUniform_S1_c1_c1_c1_c0;
noperspective in mediump vec4 vcolor_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump float _21_coverage;
    {
        _21_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c0.zw), vec4(urectUniform_S1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _21_coverage = 1.0 - _21_coverage;
    }
    mediump float _23_coverage;
    {
        _23_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c0.zw), vec4(urectUniform_S1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _23_coverage = 1.0 - _23_coverage;
    }
    mediump float _25_coverage;
    {
        _25_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _25_coverage = 1.0 - _25_coverage;
    }
    mediump float _27_coverage;
    {
        _27_coverage = float(all(greaterThan(vec4(sk_FragCoord.xy, urectUniform_S1_c1_c1_c1_c0.zw), vec4(urectUniform_S1_c1_c1_c1_c0.xy, sk_FragCoord.xy))));
    }
    {
        _27_coverage = 1.0 - _27_coverage;
    }
    output_S1 = vec4(_21_coverage) * (vec4(_23_coverage) * (vec4(_25_coverage) * vec4(_27_coverage)));
    {
        sk_FragColor = outputColor_S0 * output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.354902:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.355743:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.356355:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.357229:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.357805:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.358360:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.358945:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.360919:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.361590:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.362683:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.364428:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.365199:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.367160:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.368031:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.368798:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.370515:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.371234:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.371980:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.374855:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.384271:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.385077:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.387833:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.402893:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.404433:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.406939:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.411757:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.413434:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.416208:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.429310:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.430881:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.778872:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234618.780749:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.378454:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.379935:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.530821:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.531999:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.544138:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.545483:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.831208:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.834268:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 0;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}coverage = (coverage >= .5) ? 1 : 0;half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 0.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    coverage = float(coverage >= 0.5 ? 1 : 0);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.835635:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 uviewMatrix_S0;in float2 inPosition;void main() {// Primitive Processor DefaultGeometryProcessor
float2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = uColor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 uviewMatrix_S0;
in highp vec2 inPosition;
void main() {
    highp vec2 _tmp_0_inPosition = uviewMatrix_S0.xz * inPosition + uviewMatrix_S0.yw;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.836524:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.837700:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.838758:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.839808:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.849799:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.851627:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.852881:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.854196:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.855530:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.866634:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.868295:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.869711:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.871296:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.873103:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.883215:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.884847:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.886315:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.887600:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.888719:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.984473:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234619.986052:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.352594:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.353567:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.354432:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.355538:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.357243:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float2 localCoord;noperspective out float2 vlocalCoord_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vlocalCoord_S0 = localCoord;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uinnerRect_S1;uniform half2 uradiusPlusHalf_S1;uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vlocalCoord_S0;half4 CircularRRect_S1(half4 _input) {
float2 dxy0 = uinnerRect_S1.LT - sk_FragCoord.xy;float2 dxy1 = sk_FragCoord.xy - uinnerRect_S1.RB;float2 dxy = max(max(dxy0, dxy1), 0.0);half alpha = half(saturate(uradiusPlusHalf_S1.x - length(dxy)));return _input * alpha;}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0 = half4(1);float2 texCoord;texCoord = vlocalCoord_S0;outputColor_S0 = (blend_modulate(sample(uTextureSampler_0_S0, texCoord), half4(1)));const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = CircularRRect_S1(outputCoverage_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * output_S1;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp vec2 localCoord;
noperspective out highp vec2 vlocalCoord_S0;
void main() {
    vlocalCoord_S0 = localCoord;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uinnerRect_S1;
uniform mediump vec2 uradiusPlusHalf_S1;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vlocalCoord_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0 = vec4(1.0);
    highp vec2 texCoord;
    texCoord = vlocalCoord_S0;
    outputColor_S0 = texture(uTextureSampler_0_S0, texCoord, -0.5);
    mediump vec4 output_S1;
    highp vec2 _0_dxy0 = uinnerRect_S1.xy - sk_FragCoord.xy;
    highp vec2 _1_dxy1 = sk_FragCoord.xy - uinnerRect_S1.zw;
    highp vec2 _2_dxy = max(max(_0_dxy0, _1_dxy1), 0.0);
    mediump float _3_alpha = clamp(uradiusPlusHalf_S1.x - length(_2_dxy), 0.0, 1.0);
    output_S1 = vec4(_3_alpha);
    {
        sk_FragColor = outputColor_S0 * output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.358217:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.359366:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.360042:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.360730:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.361695:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.363026:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.364104:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.366412:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.367687:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.368474:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.369148:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.370000:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.371397:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.372142:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.374376:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.375643:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float2 inEllipseOffset;in float4 inEllipseRadii;noperspective out float2 vEllipseOffsets_S0;noperspective out float4 vEllipseRadii_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor EllipseGeometryProcessor
vEllipseOffsets_S0 = inEllipseOffset;vEllipseRadii_S0 = inEllipseRadii;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float2 vEllipseOffsets_S0;noperspective in float4 vEllipseRadii_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, EllipseGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vinColor_S0;float2 offset = vEllipseOffsets_S0.xy;offset *= vEllipseRadii_S0.xy;float test = dot(offset, offset) - 1.0;float2 grad = 2.0*offset*vEllipseRadii_S0.xy;float grad_dot = dot(grad, grad);grad_dot = max(grad_dot, 1.1755e-38);float invlen = inversesqrt(grad_dot);float edgeAlpha = saturate(0.5-test*invlen);offset = vEllipseOffsets_S0.xy*vEllipseRadii_S0.zw;test = dot(offset, offset) - 1.0;grad = 2.0*offset*vEllipseRadii_S0.zw;grad_dot = dot(grad, grad);invlen = inversesqrt(grad_dot);edgeAlpha *= saturate(0.5+test*invlen);half4 outputCoverage_S0 = half4(half(edgeAlpha));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec2 inEllipseOffset;
in highp vec4 inEllipseRadii;
noperspective out highp vec2 vEllipseOffsets_S0;
noperspective out highp vec4 vEllipseRadii_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vEllipseOffsets_S0 = inEllipseOffset;
    vEllipseRadii_S0 = inEllipseRadii;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec2 vEllipseOffsets_S0;
noperspective in highp vec4 vEllipseRadii_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp vec2 offset = vEllipseOffsets_S0;
    offset *= vEllipseRadii_S0.xy;
    highp float test = dot(offset, offset) - 1.0;
    highp vec2 grad = (2.0 * offset) * vEllipseRadii_S0.xy;
    highp float grad_dot = dot(grad, grad);
    grad_dot = max(grad_dot, 1.1755e-38);
    highp float invlen = inversesqrt(grad_dot);
    highp float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
    offset = vEllipseOffsets_S0 * vEllipseRadii_S0.zw;
    test = dot(offset, offset) - 1.0;
    grad = (2.0 * offset) * vEllipseRadii_S0.zw;
    grad_dot = dot(grad, grad);
    invlen = inversesqrt(grad_dot);
    edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.376375:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.377642:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half distanceToInnerEdge = half(circleEdge.z * (d - circleEdge.w));half innerAlpha = saturate(distanceToInnerEdge);edgeAlpha *= innerAlpha;half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump float distanceToInnerEdge = circleEdge.z * (d - circleEdge.w);
    mediump float innerAlpha = clamp(distanceToInnerEdge, 0.0, 1.0);
    edgeAlpha *= innerAlpha;
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.378501:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.379581:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half3 inDashParams;in half4 inRect;noperspective out float3 vDashParams_S0;noperspective out float4 vRectParams_S0;void main() {// Primitive Processor DashingEffect
vDashParams_S0 = inDashParams;vRectParams_S0 = inRect;float2 _tmp_0_inPosition = inPosition;sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 uColor_S0;noperspective in float3 vDashParams_S0;noperspective in float4 vRectParams_S0;void main() {// Stage 0, DashingEffect
half4 outputColor_S0;outputColor_S0 = uColor_S0;half xShifted = half(vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z);half2 fragPosShifted = half2(xShifted, half(vDashParams_S0.y));half xSub, ySub;xSub = half(min(fragPosShifted.x - vRectParams_S0.x, 0.0));xSub += half(min(vRectParams_S0.z - fragPosShifted.x, 0.0));ySub = half(min(fragPosShifted.y - vRectParams_S0.y, 0.0));ySub += half(min(vRectParams_S0.w - fragPosShifted.y, 0.0));half alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));half4 outputCoverage_S0 = half4(alpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec3 inDashParams;
in mediump vec4 inRect;
noperspective out highp vec3 vDashParams_S0;
noperspective out highp vec4 vRectParams_S0;
void main() {
    vDashParams_S0 = inDashParams;
    vRectParams_S0 = inRect;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 uColor_S0;
noperspective in highp vec3 vDashParams_S0;
noperspective in highp vec4 vRectParams_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = uColor_S0;
    mediump float xShifted = vDashParams_S0.x - floor(vDashParams_S0.x / vDashParams_S0.z) * vDashParams_S0.z;
    mediump vec2 fragPosShifted = vec2(xShifted, vDashParams_S0.y);
    mediump float xSub;
    mediump float ySub;
    xSub = min(fragPosShifted.x - vRectParams_S0.x, 0.0);
    xSub += min(vRectParams_S0.z - fragPosShifted.x, 0.0);
    ySub = min(fragPosShifted.y - vRectParams_S0.y, 0.0);
    ySub += min(vRectParams_S0.w - fragPosShifted.y, 0.0);
    mediump float alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
    mediump vec4 outputCoverage_S0 = vec4(alpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.380262:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.380934:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.381883:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.382610:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.383373:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.384079:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.385100:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.386125:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.387156:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.388337:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in float coverage;in half4 color;in float4 geomSubset;flat out half4 vcolor_S0;noperspective out float vcoverage_S0;flat out float4 vgeomSubset_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
float2 position = position.xy;vcolor_S0 = color;vcoverage_S0 = coverage;vgeomSubset_S0 = geomSubset;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float vcoverage_S0;flat in float4 vgeomSubset_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float coverage = vcoverage_S0;float4 geoSubset;geoSubset = vgeomSubset_S0;half4 dists4 = clamp(half4(1, 1, -1, -1) * half4(sk_FragCoord.xyxy - geoSubset), 0, 1);
half2 dists2 = dists4.xy + dists4.zw - 1;
half subsetCoverage = dists2.x * dists2.y;
coverage = min(coverage, subsetCoverage);half4 outputCoverage_S0 = half4(half(coverage));{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in highp float coverage;
in mediump vec4 color;
in highp vec4 geomSubset;
flat out mediump vec4 vcolor_S0;
noperspective out highp float vcoverage_S0;
flat out highp vec4 vgeomSubset_S0;
void main() {
    highp vec2 position = position;
    vcolor_S0 = color;
    vcoverage_S0 = coverage;
    vgeomSubset_S0 = geomSubset;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp float vcoverage_S0;
flat in highp vec4 vgeomSubset_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float coverage = vcoverage_S0;
    highp vec4 geoSubset;
    geoSubset = vgeomSubset_S0;
    mediump vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (sk_FragCoord.xyxy - geoSubset), 0.0, 1.0);
    mediump vec2 dists2 = (dists4.xy + dists4.zw) - 1.0;
    mediump float subsetCoverage = dists2.x * dists2.y;
    coverage = min(coverage, subsetCoverage);
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.390812:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float4 radii_selector;in float4 corner_and_radius_outsets;in float4 aa_bloat_and_coverage;in float4 radii_x;in float4 radii_y;in float4 skew;in float2 translate_and_localrotate;in half4 color;flat out half4 vcolor_S0;noperspective out float2 varccoord_S0;void main() {// Primitive Processor FillRRectOp::Processor
vcolor_S0 = color;float aa_bloat_multiplier = 1;float2 corner = corner_and_radius_outsets.xy;float2 radius_outset = corner_and_radius_outsets.zw;float2 aa_bloat_direction = aa_bloat_and_coverage.xy;float is_linear_coverage = aa_bloat_and_coverage.w;float2 pixellength = inversesqrt(float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));float4 normalized_axis_dirs = skew * pixellength.xyxy;float2 axiswidths = (abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw));float2 aa_bloatradius = axiswidths * pixellength * .5;float4 radii_and_neighbors = radii_selector* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);float2 radii = radii_and_neighbors.xy;float2 neighbor_radii = radii_and_neighbors.zw;float coverage_multiplier = 1;if (any(greaterThan(aa_bloatradius, float2(1)))) {corner = max(abs(corner), aa_bloatradius) * sign(corner);coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1));radii = float2(0);}float coverage = aa_bloat_and_coverage.z;if (any(lessThan(radii, aa_bloatradius * 1.5))) {radii = float2(0);aa_bloat_direction = sign(corner);if (coverage > .5) {aa_bloat_direction = -aa_bloat_direction;}is_linear_coverage = 1;} else {radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2 - pixellength * 1.5);float2 spacing = 2 - radii - neighbor_radii;float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));radii -= extra_pad * .5;}float2 aa_outset = aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;float2 vertexpos = corner + radius_outset * radii + aa_outset;if (coverage > .5) {if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {float backset = abs(vertexpos.x);vertexpos.x = 0;vertexpos.y += backset * sign(corner.y) * pixellength.y/pixellength.x;coverage = (coverage - .5) * abs(corner.x) / (abs(corner.x) + backset) + .5;}if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {float backset = abs(vertexpos.y);vertexpos.y = 0;vertexpos.x += backset * sign(corner.x) * pixellength.x/pixellength.y;coverage = (coverage - .5) * abs(corner.y) / (abs(corner.y) + backset) + .5;}}float2x2 skewmatrix = float2x2(skew.xy, skew.zw);float2 devcoord = vertexpos * skewmatrix + translate_and_localrotate.xy;if (0 != is_linear_coverage) {varccoord_S0.xy = float2(0, coverage * coverage_multiplier);} else {float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;varccoord_S0.xy = float2(arccoord.x+1, arccoord.y);}sk_Position = devcoord.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;noperspective in float2 varccoord_S0;void main() {// Stage 0, FillRRectOp::Processor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;float x_plus_1=varccoord_S0.x, y=varccoord_S0.y;half coverage;if (0 == x_plus_1) {coverage = half(y);} else {float fn = x_plus_1 * (x_plus_1 - 2);fn = fma(y,y, fn);float fnwidth = fwidth(fn);coverage = .5 - half(fn/fnwidth);coverage = clamp(coverage, 0, 1);}half4 outputCoverage_S0 = half4(coverage);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec4 radii_selector;
in highp vec4 corner_and_radius_outsets;
in highp vec4 aa_bloat_and_coverage;
in highp vec4 radii_x;
in highp vec4 radii_y;
in highp vec4 skew;
in highp vec2 translate_and_localrotate;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 varccoord_S0;
void main() {
    vcolor_S0 = color;
    highp float aa_bloat_multiplier = 1.0;
    highp vec2 corner = corner_and_radius_outsets.xy;
    highp vec2 radius_outset = corner_and_radius_outsets.zw;
    highp vec2 aa_bloat_direction = aa_bloat_and_coverage.xy;
    highp float is_linear_coverage = aa_bloat_and_coverage.w;
    highp vec2 pixellength = inversesqrt(vec2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));
    highp vec4 normalized_axis_dirs = skew * pixellength.xyxy;
    highp vec2 axiswidths = abs(normalized_axis_dirs.xy) + abs(normalized_axis_dirs.zw);
    highp vec2 aa_bloatradius = (axiswidths * pixellength) * 0.5;
    highp vec4 radii_and_neighbors = radii_selector * mat4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);
    highp vec2 radii = radii_and_neighbors.xy;
    highp vec2 neighbor_radii = radii_and_neighbors.zw;
    highp float coverage_multiplier = 1.0;
    if (any(greaterThan(aa_bloatradius, vec2(1.0)))) {
        corner = max(abs(corner), aa_bloatradius) * sign(corner);
        coverage_multiplier = 1.0 / (max(aa_bloatradius.x, 1.0) * max(aa_bloatradius.y, 1.0));
        radii = vec2(0.0);
    }
    highp float coverage = aa_bloat_and_coverage.z;
    if (any(lessThan(radii, aa_bloatradius * 1.5))) {
        radii = vec2(0.0);
        aa_bloat_direction = sign(corner);
        if (coverage > 0.5) {
            aa_bloat_direction = -aa_bloat_direction;
        }
        is_linear_coverage = 1.0;
    } else {
        radii = clamp(radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, 2.0 - pixellength * 1.5);
        highp vec2 spacing = (2.0 - radii) - neighbor_radii;
        highp vec2 extra_pad = max(pixellength * 0.0625 - spacing, vec2(0.0));
        radii -= extra_pad * 0.5;
    }
    highp vec2 aa_outset = (aa_bloat_direction * aa_bloatradius) * aa_bloat_multiplier;
    highp vec2 vertexpos = (corner + radius_outset * radii) + aa_outset;
    if (coverage > 0.5) {
        if (aa_bloat_direction.x != 0.0 && vertexpos.x * corner.x < 0.0) {
            highp float backset = abs(vertexpos.x);
            vertexpos.x = 0.0;
            vertexpos.y += ((backset * sign(corner.y)) * pixellength.y) / pixellength.x;
            coverage = ((coverage - 0.5) * abs(corner.x)) / (abs(corner.x) + backset) + 0.5;
        }
        if (aa_bloat_direction.y != 0.0 && vertexpos.y * corner.y < 0.0) {
            highp float backset = abs(vertexpos.y);
            vertexpos.y = 0.0;
            vertexpos.x += ((backset * sign(corner.x)) * pixellength.x) / pixellength.y;
            coverage = ((coverage - 0.5) * abs(corner.y)) / (abs(corner.y) + backset) + 0.5;
        }
    }
    highp mat2 skewmatrix = mat2(skew.xy, skew.zw);
    highp vec2 devcoord = vertexpos * skewmatrix + translate_and_localrotate;
    if (0.0 != is_linear_coverage) {
        varccoord_S0 = vec2(0.0, coverage * coverage_multiplier);
    } else {
        highp vec2 arccoord = (1.0 - abs(radius_outset)) + (aa_outset / radii) * corner;
        varccoord_S0 = vec2(arccoord.x + 1.0, arccoord.y);
    }
    gl_Position = vec4(devcoord, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 varccoord_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    highp float x_plus_1 = varccoord_S0.x;
    highp float y = varccoord_S0.y;
    mediump float coverage;
    if (0.0 == x_plus_1) {
        coverage = y;
    } else {
        highp float fn = x_plus_1 * (x_plus_1 - 2.0);
        fn = ((y) * (y) + (fn));
        highp float fnwidth = fwidth(fn);
        coverage = 0.5 - fn / fnwidth;
        coverage = clamp(coverage, 0.0, 1.0);
    }
    mediump vec4 outputCoverage_S0 = vec4(coverage);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.392192:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.393024:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.393850:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.395002:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float4 ulocalMatrix_S0;in float2 inPosition;in half4 inColor;in float4 inCircleEdge;noperspective out float4 vinCircleEdge_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor CircleGeometryProcessor
vinCircleEdge_S0 = inCircleEdge;vinColor_S0 = inColor;float2 _tmp_0_inPosition = inPosition;float2 _tmp_1_inPosition = ulocalMatrix_S0.xz * inPosition + ulocalMatrix_S0.yw;
sk_Position = _tmp_0_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in float4 vinCircleEdge_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, CircleGeometryProcessor
float4 circleEdge;circleEdge = vinCircleEdge_S0;half4 outputColor_S0;outputColor_S0 = vinColor_S0;float d = length(circleEdge.xy);half distanceToOuterEdge = half(circleEdge.z * (1.0 - d));half edgeAlpha = saturate(distanceToOuterEdge);half4 outputCoverage_S0 = half4(edgeAlpha);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec4 ulocalMatrix_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in highp vec4 inCircleEdge;
noperspective out highp vec4 vinCircleEdge_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    vinCircleEdge_S0 = inCircleEdge;
    vinColor_S0 = inColor;
    highp vec2 _tmp_0_inPosition = inPosition;
    gl_Position = vec4(_tmp_0_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in highp vec4 vinCircleEdge_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    highp vec4 circleEdge;
    circleEdge = vinCircleEdge_S0;
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    highp float d = length(circleEdge.xy);
    mediump float distanceToOuterEdge = circleEdge.z * (1.0 - d);
    mediump float edgeAlpha = clamp(distanceToOuterEdge, 0.0, 1.0);
    mediump vec4 outputCoverage_S0 = vec4(edgeAlpha);
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.395812:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.396575:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.397272:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.397995:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.399351:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.400109:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.400865:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.403035:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uscale_S1_c0_c0_c0[2];uniform float4 ubias_S1_c0_c0_c0[2];uniform half uthreshold_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 DualIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;

if (t < uthreshold_S1_c0_c0_c0) {
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
} else {
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
return half4(half4(float(t) * s + b));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = DualIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform highp vec4 uscale_S1_c0_c0_c0[2];
uniform highp vec4 ubias_S1_c0_c0_c0[2];
uniform mediump float uthreshold_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _31_tmp_6_inColor = outputColor_S0;
    mediump vec4 _32_input = _31_tmp_6_inColor;
    highp vec2 _35_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _36_t = vec4(_35_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _37_outColor;
    if (_36_t.x < 0.0) {
        _37_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_36_t.x > 1.0) {
        _37_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _39_tmp_1_coords = vec2(_36_t.x, 0.0);
        mediump float _40_t = _39_tmp_1_coords.x;
        highp vec4 _41_s;
        highp vec4 _42_b;
        if (_40_t < uthreshold_S1_c0_c0_c0) {
            _41_s = uscale_S1_c0_c0_c0[0];
            _42_b = ubias_S1_c0_c0_c0[0];
        } else {
            _41_s = uscale_S1_c0_c0_c0[1];
            _42_b = ubias_S1_c0_c0_c0[1];
        }
        _37_outColor = _40_t * _41_s + _42_b;
    }
    _32_input = _37_outColor;
    mediump vec4 _44_color = _32_input;
    mediump float _45_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_44_color.xyz + _45_value * urange_S1, 0.0, _44_color.w), _44_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.403906:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.406064:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.407900:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.409752:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.411667:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.413679:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.415387:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.416414:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.418140:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.420106:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.421736:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.422692:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.424343:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.426057:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.428065:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.429424:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.430765:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.433132:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.435199:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.436990:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.438705:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.440646:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.442361:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.443087:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.444765:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0_c0_c1;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_6_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_6_S0 = float3x2(umatrix_S1_c0_c0_c1) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform half4 ustart_S1_c0_c0_c0;uniform half4 uend_S1_c0_c0_c0;uniform float3x3 umatrix_S1_c0_c0_c1;uniform half4 uleftBorderColor_S1_c0_c0;uniform half4 urightBorderColor_S1_c0_c0;uniform float3x3 umatrix_S1_c1;uniform half urange_S1;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_6_S0;half4 SingleIntervalColorizer_S1_c0_c0_c0(half4 _input, float2 _coords) {
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
return half4(mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, half(_tmp_1_coords.x)));
}

half4 LinearLayout_S1_c0_c0_c1_c0(half4 _input) {
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
return half4(half4(half(_tmp_3_coords.x) + 1e-05, 1.0, 0.0, 0.0));
}

half4 MatrixEffect_S1_c0_c0_c1(half4 _input) {
return LinearLayout_S1_c0_c0_c1_c0(_input);
}

half4 ClampedGradient_S1_c0_c0(half4 _input) {
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(1)) && t.y < 0.0) {
outColor = half4(0.0);
} else if (t.x < 0.0) {
outColor = uleftBorderColor_S1_c0_c0;
} else if (t.x > 1.0) {
outColor = urightBorderColor_S1_c0_c0;
} else {
outColor = SingleIntervalColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}

half4 DisableCoverageAsAlpha_S1_c0(half4 _input) {
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}

half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords) {
return sample(uTextureSampler_0_S1, _coords).000r;}

half4 MatrixEffect_S1_c1(half4 _input, float2 _coords) {
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}

half4 Dither_S1(half4 _input) {
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}

void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);half4 output_S1;output_S1 = Dither_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0_c0_c1;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_6_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    {
        vTransformedCoords_6_S0 = mat3x2(umatrix_S1_c0_c0_c1) * vec3(localCoord, 1.0);
    }
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
uniform highp vec2 u_skRTFlip;
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform mediump vec4 ustart_S1_c0_c0_c0;
uniform mediump vec4 uend_S1_c0_c0_c0;
uniform highp mat3 umatrix_S1_c0_c0_c1;
uniform mediump vec4 uleftBorderColor_S1_c0_c0;
uniform mediump vec4 urightBorderColor_S1_c0_c0;
uniform highp mat3 umatrix_S1_c1;
uniform mediump float urange_S1;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_6_S0;
void main() {
highp     vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w);
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    mediump vec4 output_S1;
    mediump vec4 _22_tmp_6_inColor = outputColor_S0;
    mediump vec4 _23_input = _22_tmp_6_inColor;
    highp vec2 _26_tmp_3_coords = vTransformedCoords_6_S0;
    mediump vec4 _27_t = vec4(_26_tmp_3_coords.x + 1e-05, 1.0, 0.0, 0.0);
    mediump vec4 _28_outColor;
    if (_27_t.x < 0.0) {
        _28_outColor = uleftBorderColor_S1_c0_c0;
    } else if (_27_t.x > 1.0) {
        _28_outColor = urightBorderColor_S1_c0_c0;
    } else {
        highp vec2 _30_tmp_1_coords = vec2(_27_t.x, 0.0);
        _28_outColor = mix(ustart_S1_c0_c0_c0, uend_S1_c0_c0_c0, _30_tmp_1_coords.x);
    }
    _23_input = _28_outColor;
    mediump vec4 _32_color = _23_input;
    mediump float _33_value = texture(uTextureSampler_0_S1, mat3x2(umatrix_S1_c1) * vec3(sk_FragCoord.xy, 1.0), -0.5).x - 0.5;
    output_S1 = vec4(clamp(_32_color.xyz + _33_value * urange_S1, 0.0, _32_color.w), _32_color.w);
    {
        sk_FragColor = output_S1;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.445771:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.446881:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.469579:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.470670:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 inPosition;in half4 inColor;noperspective out half4 vcolor_S0;void main() {// Primitive Processor DefaultGeometryProcessor
half4 color = inColor;vcolor_S0 = color;
float2 _tmp_1_inPosition = inPosition;float2 _tmp_3_inPosition = inPosition;sk_Position = _tmp_1_inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, DefaultGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 inPosition;
in mediump vec4 inColor;
noperspective out mediump vec4 vcolor_S0;
void main() {
    mediump vec4 color = inColor;
    vcolor_S0 = color;
    highp vec2 _tmp_1_inPosition = inPosition;
    gl_Position = vec4(_tmp_1_inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.471604:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;noperspective out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
noperspective in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
noperspective out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
noperspective in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.472898:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float2 uAtlasSizeInv_S0;in float2 inPosition;in half4 inColor;in ushort2 inTextureCoords;noperspective out float2 vTextureCoords_S0;flat out float vTexIndex_S0;noperspective out half4 vinColor_S0;void main() {// Primitive Processor BitmapText
int texIdx = 0;float2 unormTexCoords = float2(inTextureCoords.x, inTextureCoords.y);vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;vTexIndex_S0 = float(texIdx);vinColor_S0 = inColor;float2 _tmp_1_inPosition = inPosition;sk_Position = inPosition.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;flat in float vTexIndex_S0;noperspective in half4 vinColor_S0;void main() {// Stage 0, BitmapText
half4 outputColor_S0;outputColor_S0 = vinColor_S0;half4 texColor;{ texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr; }half4 outputCoverage_S0 = texColor;{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp vec2 uAtlasSizeInv_S0;
in highp vec2 inPosition;
in mediump vec4 inColor;
in mediump uvec2 inTextureCoords;
noperspective out highp vec2 vTextureCoords_S0;
flat out highp float vTexIndex_S0;
noperspective out mediump vec4 vinColor_S0;
void main() {
    highp int texIdx = 0;
    highp vec2 unormTexCoords = vec2(float(inTextureCoords.x), float(inTextureCoords.y));
    vTextureCoords_S0 = unormTexCoords * uAtlasSizeInv_S0;
    vTexIndex_S0 = float(texIdx);
    vinColor_S0 = inColor;
    gl_Position = vec4(inPosition, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
uniform sampler2D uTextureSampler_0_S0;
noperspective in highp vec2 vTextureCoords_S0;
flat in highp float vTexIndex_S0;
noperspective in mediump vec4 vinColor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vinColor_S0;
    mediump vec4 texColor;
    {
        texColor = texture(uTextureSampler_0_S0, vTextureCoords_S0, -0.5).xxxx;
    }
    mediump vec4 outputCoverage_S0 = texColor;
    {
        sk_FragColor = outputColor_S0 * outputCoverage_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.474023:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.475420:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.593790:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.595903:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.847105:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234620.848868:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234621.178522:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234621.180549:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234621.778549:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234621.780340:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234622.378755:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
[45:0130/234622.380566:ERROR:shared_context_state.cc(81)] Skia shader compilation error
------------------------
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;in float2 position;in half4 color;flat out half4 vcolor_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
flat in half4 vcolor_S0;void main() {// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;outputColor_S0 = vcolor_S0;const half4 outputCoverage_S0 = half4(1);{ // Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
in highp vec2 position;
in mediump vec4 color;
flat out mediump vec4 vcolor_S0;
void main() {
    vcolor_S0 = color;
    gl_Position = vec4(position, 0.0, 1.0);
    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}

// Fragment GLSL
#version 300 es

#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
out mediump vec4 sk_FragColor;
flat in mediump vec4 vcolor_S0;
void main() {
    mediump vec4 outputColor_S0;
    outputColor_S0 = vcolor_S0;
    {
        sk_FragColor = outputColor_S0;
    }
}


Errors:
link failed but did not provide an info log
