and itβs back in β> brave-browser-1.51.110-1.x86_64
brave starts but it generates a lot of error messages
I downgrade it back to β brave-browser-1.50.125-1.x86_64
(β¦)
rrors:
link failed but did not provide an info log
[35997:35997:0509/172043.862133:ERROR:shared_context_state.cc(77)] 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
[35997:35997:0509/172043.865024:ERROR:shared_context_state.cc(77)] Skia shader compilation error
// Vertex SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 sk_RTAdjust;uniform float3x3 umatrix_S1_c0;in float2 position;in half4 color;in float2 localCoord;flat out half4 vcolor_S0;noperspective out float2 vTransformedCoords_3_S0;void main() {// Primitive Processor QuadPerEdgeAAGeometryProcessor
vcolor_S0 = color;sk_Position = position.xy01;{
vTransformedCoords_3_S0 = float3x2(umatrix_S1_c0) * localCoord.xy1;
}
}
// Fragment SKSL
#extension GL_NV_shader_noperspective_interpolation: require
uniform float4 uclamp_S1_c0_c0;uniform float3x3 umatrix_S1_c0;uniform sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;noperspective in float2 vTransformedCoords_3_S0;half4 TextureEffect_S1_c0_c0(half4 _input) {
float2 inCoord = vTransformedCoords_3_S0;float2 subsetCoord;subsetCoord.x = inCoord.x;subsetCoord.y = inCoord.y;float2 clampedCoord;clampedCoord = clamp(subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);half4 textureColor = sample(uTextureSampler_0_S1, clampedCoord);return textureColor;}
half4 MatrixEffect_S1_c0(half4 _input) {
return TextureEffect_S1_c0_c0(_input);
}
half4 DisableCoverageAsAlpha_S1(half4 _input) {
_input = MatrixEffect_S1_c0(_input);
half4 _tmp_0_inColor = _input;
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 = DisableCoverageAsAlpha_S1(outputColor_S0);{ // Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;}}
// Vertex GLSL
#version 300 es
#extension GL_NV_shader_noperspective_interpolation : require
precision mediump float;
precision mediump sampler2D;
uniform highp vec4 sk_RTAdjust;
uniform highp mat3 umatrix_S1_c0;
in highp vec2 position;
in mediump vec4 color;
in highp vec2 localCoord;
flat out mediump vec4 vcolor_S0;
noperspective out highp vec2 vTransformedCoords_3_S0;
void main() {
vcolor_S0 = color;
gl_Position = vec4(position, 0.0, 1.0);
{
vTransformedCoords_3_S0 = mat3x2(umatrix_S1_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;
uniform highp mat3 umatrix_S1_c0;
uniform sampler2D uTextureSampler_0_S1;
flat in mediump vec4 vcolor_S0;
noperspective in highp vec2 vTransformedCoords_3_S0;
void main() {
mediump vec4 outputColor_S0;
outputColor_S0 = vcolor_S0;
mediump vec4 output_S1;
mediump vec4 _8_input = outputColor_S0;
highp vec2 _9_inCoord = vTransformedCoords_3_S0;
highp vec2 _10_subsetCoord;
_10_subsetCoord.x = _9_inCoord.x;
_10_subsetCoord.y = _9_inCoord.y;
highp vec2 _11_clampedCoord;
_11_clampedCoord = clamp(_10_subsetCoord, uclamp_S1_c0_c0.xy, uclamp_S1_c0_c0.zw);
mediump vec4 _12_textureColor = texture(uTextureSampler_0_S1, _11_clampedCoord, -0.5);
_8_input = _12_textureColor;
output_S1 = _8_input;
{
sk_FragColor = output_S1;
}
}
(β¦)