GLib-Message: Source '[gio] complete_in_idle_cb' took 32 msecs
Cogl-Message: vertex shader:
#version 120

#define COGL_VERSION 100

uniform mat4 cogl_modelview_matrix;
uniform mat4 cogl_modelview_projection_matrix;
uniform mat4 cogl_projection_matrix;
#define cogl_color_out _cogl_color
varying vec4 _cogl_color;
#define cogl_tex_coord_out _cogl_tex_coord
#define cogl_position_out gl_Position
#define cogl_point_size_out gl_PointSize

attribute vec4 cogl_color_in;
attribute vec4 cogl_position_in;
#define cogl_tex_coord_in cogl_tex_coord0_in;
attribute vec3 cogl_normal_in;
varying vec4 _cogl_tex_coord[1];
uniform mat4 cogl_texture_matrix[1];
attribute vec4 cogl_tex_coord0_in;
#define cogl_texture_matrix0 cogl_texture_matrix[0]
#define cogl_tex_coord0_out _cogl_tex_coord[0]
uniform sampler2D cogl_sampler0;
vec4
cogl_real_transform_layer0 (mat4 matrix, vec4 tex_coord)
{
  return matrix * tex_coord;
}

vec4
cogl_transform_layer0 (mat4 cogl_matrix, vec4 cogl_tex_coord)
{
  return cogl_real_transform_layer0 (cogl_matrix, cogl_tex_coord);
}
void
cogl_real_vertex_transform ()
{
  cogl_position_out = cogl_modelview_projection_matrix * cogl_position_in;
}

void
cogl_vertex_transform ()
{
  cogl_real_vertex_transform ();
}
void
cogl_generated_source ()
{
  cogl_tex_coord0_out = cogl_transform_layer0 (cogl_texture_matrix0,
                                                   cogl_tex_coord0_in);
  cogl_vertex_transform ();
  cogl_color_out = cogl_color_in;
}

void
cogl_vertex_hook ()
{
  cogl_generated_source ();
}
void
main ()
{
  cogl_vertex_hook ();
}

Cogl-Message: fragment shader:
#version 120

#ifdef GL_ES
precision highp float;
#endif
#define COGL_VERSION 100

uniform mat4 cogl_modelview_matrix;
uniform mat4 cogl_modelview_projection_matrix;
uniform mat4 cogl_projection_matrix;

varying vec4 _cogl_color;

#define cogl_color_in _cogl_color
#define cogl_tex_coord_in _cogl_tex_coord

#define cogl_color_out gl_FragColor
#define cogl_depth_out gl_FragDepth

#define cogl_front_facing gl_FrontFacing

#define cogl_point_coord gl_PointCoord
varying vec4 _cogl_tex_coord[1];
#define cogl_tex_coord0_in _cogl_tex_coord[0]
uniform sampler2D cogl_sampler0;
vec4 cogl_layer0;
vec4 cogl_texel0;
vec4
cogl_real_texture_lookup0 (sampler2D tex,
                            vec4 coords)
{
  return texture2D (tex, coords.st);
}

vec4
cogl_texture_lookup0 (sampler2D cogl_sampler, vec4 cogl_tex_coord)
{
  return cogl_real_texture_lookup0 (cogl_sampler, cogl_tex_coord);
}
vec4
cogl_real_generate_layer0 ()
{
  vec4 cogl_layer;
  cogl_layer.rgba = (cogl_color_in.rgba) * (cogl_texel0.rgba);
  return cogl_layer;
}

vec4
cogl_generate_layer0 ()
{
  return cogl_real_generate_layer0 ();
}
void
cogl_generated_source ()
{
  cogl_texel0 = cogl_texture_lookup0 (cogl_sampler0, cogl_tex_coord0_in);
  cogl_layer0 = cogl_generate_layer0 ();
  cogl_color_out = cogl_layer0;
}

void
main ()
{
  cogl_generated_source ();
}

GLib-Message: Source '[gtk+] gdk_frame_clock_paint_idle' took 26 msecs
GLib-Message: Source '[gtk+] gdk_frame_clock_paint_idle' took 80 msecs

(totem:25383): Gtk-WARNING **: Drawing a gadget with negative dimensions. Did you forget to allocate a size? (node slider owner GtkScale)
Cogl-Message: vertex shader:
#version 120

#define COGL_VERSION 100

uniform mat4 cogl_modelview_matrix;
uniform mat4 cogl_modelview_projection_matrix;
uniform mat4 cogl_projection_matrix;
#define cogl_color_out _cogl_color
varying vec4 _cogl_color;
#define cogl_tex_coord_out _cogl_tex_coord
#define cogl_position_out gl_Position
#define cogl_point_size_out gl_PointSize

attribute vec4 cogl_color_in;
attribute vec4 cogl_position_in;
#define cogl_tex_coord_in cogl_tex_coord0_in;
attribute vec3 cogl_normal_in;
varying vec4 _cogl_tex_coord[4];
uniform mat4 cogl_texture_matrix[4];
attribute vec4 cogl_tex_coord0_in;
#define cogl_texture_matrix0 cogl_texture_matrix[0]
#define cogl_tex_coord0_out _cogl_tex_coord[0]
attribute vec4 cogl_tex_coord1_in;
#define cogl_texture_matrix1 cogl_texture_matrix[1]
#define cogl_tex_coord1_out _cogl_tex_coord[1]
attribute vec4 cogl_tex_coord2_in;
#define cogl_texture_matrix2 cogl_texture_matrix[2]
#define cogl_tex_coord2_out _cogl_tex_coord[2]
attribute vec4 cogl_tex_coord3_in;
#define cogl_texture_matrix3 cogl_texture_matrix[3]
#define cogl_tex_coord3_out _cogl_tex_coord[3]
uniform sampler2D cogl_sampler0;
uniform sampler2D cogl_sampler1;
uniform sampler2D cogl_sampler2;
uniform sampler2D cogl_sampler3;

#define clutter_gst_yuv_to_rgb(color) (color)

vec3
clutter_gst_rgb_to_yuv (vec3 rgb)
{
  return mat3 (0.2126, -0.114626,  0.5,
               0.7152, -0.385428, -0.454153,
               0.0722,  0.5,       0.045847 ) * rgb;
}

vec3
clutter_gst_get_corrected_color_from_yuv (vec3 yuv)
{
  vec2 ruv = vec2 (yuv[2] + 0.5, yuv[1] + 0.5);
  return vec3 (texture2D (cogl_sampler0, vec2 (yuv[0], 0)).a,
               texture2D (cogl_sampler1, ruv).a - 0.5,
               texture2D (cogl_sampler2, ruv).a - 0.5);
}

vec3
clutter_gst_get_corrected_color_from_rgb (vec3 rgb)
{
  vec3 yuv = clutter_gst_rgb_to_yuv (rgb);
  vec3 corrected_yuv = vec3 (texture2D (cogl_sampler0, vec2 (yuv[0], 0)).a,
                             texture2D (cogl_sampler1, vec2 (yuv[2], yuv[1])).a,
                             texture2D (cogl_sampler2, vec2 (yuv[2], yuv[1])).a);
  return clutter_gst_yuv_to_rgb (corrected_yuv);
}
vec4
clutter_gst_sample_video0 (vec2 UV)
{
  vec4 color = texture2D (cogl_sampler0, UV);
  vec3 corrected = clutter_gst_get_corrected_color_from_rgb (color.rgb);
  return vec4(corrected.rgb, color.a);
}
vec4
cogl_real_transform_layer0 (mat4 matrix, vec4 tex_coord)
{
  return matrix * tex_coord;
}

vec4
cogl_transform_layer0 (mat4 cogl_matrix, vec4 cogl_tex_coord)
{
  return cogl_real_transform_layer0 (cogl_matrix, cogl_tex_coord);
}
vec4
cogl_real_transform_layer1 (mat4 matrix, vec4 tex_coord)
{
  return matrix * tex_coord;
}

vec4
cogl_transform_layer1 (mat4 cogl_matrix, vec4 cogl_tex_coord)
{
  return cogl_real_transform_layer1 (cogl_matrix, cogl_tex_coord);
}
vec4
cogl_real_transform_layer2 (mat4 matrix, vec4 tex_coord)
{
  return matrix * tex_coord;
}

vec4
cogl_transform_layer2 (mat4 cogl_matrix, vec4 cogl_tex_coord)
{
  return cogl_real_transform_layer2 (cogl_matrix, cogl_tex_coord);
}
vec4
cogl_real_transform_layer3 (mat4 matrix, vec4 tex_coord)
{
  return matrix * tex_coord;
}

vec4
cogl_transform_layer3 (mat4 cogl_matrix, vec4 cogl_tex_coord)
{
  return cogl_real_transform_layer3 (cogl_matrix, cogl_tex_coord);
}
void
cogl_real_vertex_transform ()
{
  cogl_position_out = cogl_modelview_projection_matrix * cogl_position_in;
}

void
cogl_vertex_transform ()
{
  cogl_real_vertex_transform ();
}
uniform vec4 _cogl_flip_vector;
void
cogl_generated_source ()
{
  cogl_tex_coord0_out = cogl_transform_layer0 (cogl_texture_matrix0,
                                                   cogl_tex_coord0_in);
  cogl_tex_coord1_out = cogl_transform_layer1 (cogl_texture_matrix1,
                                                   cogl_tex_coord1_in);
  cogl_tex_coord2_out = cogl_transform_layer2 (cogl_texture_matrix2,
                                                   cogl_tex_coord2_in);
  cogl_tex_coord3_out = cogl_transform_layer3 (cogl_texture_matrix3,
                                                   cogl_tex_coord3_in);
  cogl_vertex_transform ();
  cogl_color_out = cogl_color_in;
}

void
cogl_vertex_hook ()
{
  cogl_generated_source ();
}
void
main ()
{
  cogl_vertex_hook ();
  cogl_position_out *= _cogl_flip_vector;
}

Cogl-Message: fragment shader:
#version 120

#ifdef GL_ES
precision highp float;
#endif
#define COGL_VERSION 100

uniform mat4 cogl_modelview_matrix;
uniform mat4 cogl_modelview_projection_matrix;
uniform mat4 cogl_projection_matrix;

varying vec4 _cogl_color;

#define cogl_color_in _cogl_color
#define cogl_tex_coord_in _cogl_tex_coord

#define cogl_color_out gl_FragColor
#define cogl_depth_out gl_FragDepth

#define cogl_front_facing gl_FrontFacing

#define cogl_point_coord gl_PointCoord
varying vec4 _cogl_tex_coord[4];
#define cogl_tex_coord0_in _cogl_tex_coord[0]
#define cogl_tex_coord1_in _cogl_tex_coord[1]
#define cogl_tex_coord2_in _cogl_tex_coord[2]
#define cogl_tex_coord3_in _cogl_tex_coord[3]
uniform sampler2D cogl_sampler0;
uniform sampler2D cogl_sampler1;
uniform sampler2D cogl_sampler2;
uniform sampler2D cogl_sampler3;

#define clutter_gst_yuv_to_rgb(color) (color)

vec3
clutter_gst_rgb_to_yuv (vec3 rgb)
{
  return mat3 (0.2126, -0.114626,  0.5,
               0.7152, -0.385428, -0.454153,
               0.0722,  0.5,       0.045847 ) * rgb;
}

vec3
clutter_gst_get_corrected_color_from_yuv (vec3 yuv)
{
  vec2 ruv = vec2 (yuv[2] + 0.5, yuv[1] + 0.5);
  return vec3 (texture2D (cogl_sampler0, vec2 (yuv[0], 0)).a,
               texture2D (cogl_sampler1, ruv).a - 0.5,
               texture2D (cogl_sampler2, ruv).a - 0.5);
}

vec3
clutter_gst_get_corrected_color_from_rgb (vec3 rgb)
{
  vec3 yuv = clutter_gst_rgb_to_yuv (rgb);
  vec3 corrected_yuv = vec3 (texture2D (cogl_sampler0, vec2 (yuv[0], 0)).a,
                             texture2D (cogl_sampler1, vec2 (yuv[2], yuv[1])).a,
                             texture2D (cogl_sampler2, vec2 (yuv[2], yuv[1])).a);
  return clutter_gst_yuv_to_rgb (corrected_yuv);
}
vec4
clutter_gst_sample_video0 (vec2 UV)
{
  vec4 color = texture2D (cogl_sampler0, UV);
  vec3 corrected = clutter_gst_get_corrected_color_from_rgb (color.rgb);
  return vec4(corrected.rgb, color.a);
}
vec4 cogl_layer3;
vec4 cogl_layer2;
vec4 cogl_layer1;
vec4 cogl_layer0;
vec4
cogl_real_generate_layer0 ()
{
  vec4 cogl_layer;
  cogl_layer.rgba = (cogl_color_in.rgba);
  return cogl_layer;
}

vec4
cogl_generate_layer0 ()
{
  return cogl_real_generate_layer0 ();
}
vec4
cogl_real_generate_layer1 ()
{
  vec4 cogl_layer;
  cogl_layer.rgba = (cogl_layer0.rgba);
  return cogl_layer;
}

vec4
cogl_generate_layer1 ()
{
  return cogl_real_generate_layer1 ();
}
vec4
cogl_real_generate_layer2 ()
{
  vec4 cogl_layer;
  cogl_layer.rgba = (cogl_layer1.rgba);
  return cogl_layer;
}

vec4
cogl_generate_layer2 ()
{
  return cogl_real_generate_layer2 ();
}
vec4
cogl_real_generate_layer3 ()
{
  vec4 cogl_layer;
  cogl_layer.rgba = (cogl_layer2.rgba);
  return cogl_layer;
}
uniform mat2 clutter_gst_transform;

vec4
cogl_generate_layer3 ()
{
  vec4 cogl_layer;

  cogl_layer = cogl_real_generate_layer3 ();
  cogl_layer *= clutter_gst_sample_video3 (cogl_tex_coord3_in.st * clutter_gst_transform);
  return cogl_layer;
}
void
cogl_generated_source ()
{
  cogl_layer0 = cogl_generate_layer0 ();
  cogl_layer1 = cogl_generate_layer1 ();
  cogl_layer2 = cogl_generate_layer2 ();
  cogl_layer3 = cogl_generate_layer3 ();
  cogl_color_out = cogl_layer3;
}

void
main ()
{
  cogl_generated_source ();
}


(totem:25383): Cogl-WARNING **: Shader compilation failed:
0:89(21): warning: `cogl_layer0' used uninitialized
0:102(21): warning: `cogl_layer1' used uninitialized
0:115(21): warning: `cogl_layer2' used uninitialized
0:126(16): error: no function with name 'clutter_gst_sample_video3'
0:126(2): error: operands to arithmetic operators must be numeric
0:126(2): error: could not implicitly convert error to vec4


(totem:25383): Cogl-WARNING **: Failed to link GLSL program:
error: linking with uncompiled shader


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:384: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:399: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:409: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:384: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:399: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:409: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:384: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:399: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:409: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:384: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:399: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:409: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:796: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:819: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:823: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:827: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:831: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-opengl.c:220: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:213: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:213: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:213: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:213: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:213: GL error (1282): Invalid operation


(totem:25383): Cogl-WARNING **: driver/gl/cogl-pipeline-progend-glsl.c:213: GL error (1282): Invalid operation

GLib-Message: Source '[gtk+] gdk_frame_clock_paint_idle' took 32 msecs
GLib-Message: Source '[gtk+] emit_manager_changed' took 33 msecs
