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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - The big SKQP bug"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105301#c27">Comment # 27</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - The big SKQP bug"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105301">bug 105301</a>
from <span class="vcard"><a class="email" href="mailto:dongseong.hwang@intel.com" title="Dongseong Hwang <dongseong.hwang@intel.com>"> <span class="fn">Dongseong Hwang</span></a>
</span></b>
<pre>#26 - oops I paste wrong fs. The problematic shader is as follow.
#version 320 es
#extension GL_EXT_blend_func_extended : require
precision mediump float;
out mediump vec4 sk_FragColor;
uniform lowp sampler2D uTextureSampler_0_Stage0;
in highp vec2 vTextureCoords_Stage0;
flat in highp int vTexIndex_Stage0;
in mediump vec4 vinColor_Stage0;
out mediump vec4 fsSecondaryColorOut;
void main() {
mediump vec4 outputColor_Stage0;
mediump vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
mediump vec4 texColor;
{
texColor = texture(uTextureSampler_0_Stage0,
vTextureCoords_Stage0);
}
outputCoverage_Stage0 = texColor;
}
{
outputCoverage_Stage0.w = max(max(outputCoverage_Stage0.x,
outputCoverage_Stage0.y), outputCoverage_Stage0.z);
fsSecondaryColorOut = outputColor_Stage0.w * outputCoverage_Stage0;
sk_FragColor = outputColor_Stage0 * outputCoverage_Stage0;
}
}</pre>
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