$ mpv Sunmi\ \(선미\)\ -\ Siren\ -\ Music.Bank.E945.180907.mp4 Playing: Sunmi (선미) - Siren - Music.Bank.E945.180907.mp4 (+) Video --vid=1 (*) (h264 1920x1080 29.973fps) (+) Audio --aid=1 (*) (aac 2ch 48000Hz) Cannot load libcuda.so.1 Using hardware decoding (vdpau). AO: [pulse] 48000Hz stereo 2ch float VO: [gpu] 1920x1080 vdpau[yuv420p] [vo/gpu/opengl] fragment shader source: [vo/gpu/opengl] [ 1] #version 440 [vo/gpu/opengl] [ 2] #define tex1D texture [vo/gpu/opengl] [ 3] #define tex3D texture [vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x)) [vo/gpu/opengl] [ 5] out vec4 out_color; [vo/gpu/opengl] [ 6] in vec2 texcoord0; [vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO { [vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0; [vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0; [vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0; [vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0; [vo/gpu/opengl] [ 12] }; [vo/gpu/opengl] [ 13] uniform float random; [vo/gpu/opengl] [ 14] uniform sampler2D texture0; [vo/gpu/opengl] [ 15] #define HOOKED_raw texture0 [vo/gpu/opengl] [ 16] #define HOOKED_pos texcoord0 [vo/gpu/opengl] [ 17] #define HOOKED_size texture_size0 [vo/gpu/opengl] [ 18] #define HOOKED_rot texture_rot0 [vo/gpu/opengl] [ 19] #define HOOKED_pt pixel_size0 [vo/gpu/opengl] [ 20] #define HOOKED_map texmap0 [vo/gpu/opengl] [ 21] #define HOOKED_mul 1.000000 [vo/gpu/opengl] [ 22] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba) [vo/gpu/opengl] [ 23] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off)) [vo/gpu/opengl] [ 24] #define LUMA_raw texture0 [vo/gpu/opengl] [ 25] #define LUMA_pos texcoord0 [vo/gpu/opengl] [ 26] #define LUMA_size texture_size0 [vo/gpu/opengl] [ 27] #define LUMA_rot texture_rot0 [vo/gpu/opengl] [ 28] #define LUMA_pt pixel_size0 [vo/gpu/opengl] [ 29] #define LUMA_map texmap0 [vo/gpu/opengl] [ 30] #define LUMA_mul 1.000000 [vo/gpu/opengl] [ 31] #define LUMA_tex(pos) (LUMA_mul * vec4(texture(LUMA_raw, pos)).rgba) [vo/gpu/opengl] [ 32] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off)) [vo/gpu/opengl] [ 33] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; } [vo/gpu/opengl] [ 34] float permute(float x) { return mod289((34.0*x + 1.0) * x); } [vo/gpu/opengl] [ 35] float rand(float x) { return fract(x * 1.0/41.0); } [vo/gpu/opengl] [ 36] vec4 average(float range, inout float h) { [vo/gpu/opengl] [ 37] float dist = rand(h) * range; h = permute(h); [vo/gpu/opengl] [ 38] float dir = rand(h) * 6.2831853; h = permute(h); [vo/gpu/opengl] [ 39] vec2 o = dist * vec2(cos(dir), sin(dir)); [vo/gpu/opengl] [ 40] vec4 ref[4]; [vo/gpu/opengl] [ 41] ref[0] = HOOKED_texOff(vec2( o.x, o.y)); [vo/gpu/opengl] [ 42] ref[1] = HOOKED_texOff(vec2(-o.y, o.x)); [vo/gpu/opengl] [ 43] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y)); [vo/gpu/opengl] [ 44] ref[3] = HOOKED_texOff(vec2( o.y, -o.x)); [vo/gpu/opengl] [ 45] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25; [vo/gpu/opengl] [ 46] } [vo/gpu/opengl] [ 47] void main() { [vo/gpu/opengl] [ 48] vec4 color = vec4(0.0, 0.0, 0.0, 1.0); [vo/gpu/opengl] [ 49] { [vo/gpu/opengl] [ 50] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0); [vo/gpu/opengl] [ 51] float h = permute(permute(permute(_m.x)+_m.y)+_m.z); [vo/gpu/opengl] [ 52] color = HOOKED_tex(HOOKED_pos); [vo/gpu/opengl] [ 53] vec4 avg, diff; [vo/gpu/opengl] [ 54] avg = average(16.000000, h); [vo/gpu/opengl] [ 55] diff = abs(color - avg); [vo/gpu/opengl] [ 56] color = mix(avg, color, greaterThan(diff, vec4(0.003906))); [vo/gpu/opengl] [ 57] vec3 noise; [vo/gpu/opengl] [ 58] noise.x = rand(h); h = permute(h); [vo/gpu/opengl] [ 59] noise.y = rand(h); h = permute(h); [vo/gpu/opengl] [ 60] noise.z = rand(h); h = permute(h); [vo/gpu/opengl] [ 61] color.xyz += 0.005859 * (noise - vec3(0.5)); [vo/gpu/opengl] [ 62] } [vo/gpu/opengl] [ 63] color.g = 0.000000; [vo/gpu/opengl] [ 64] color.b = 0.000000; [vo/gpu/opengl] [ 65] color.a = 1.000000; [vo/gpu/opengl] [ 66] out_color = color; [vo/gpu/opengl] [ 67] } [vo/gpu/opengl] fragment shader compile log (status=0): [vo/gpu/opengl] 0:36(27): error: invalid input layout qualifier used [vo/gpu/opengl] [vo/gpu/opengl] shader link log (status=0): error: linking with uncompiled/unspecialized shader [vo/gpu/opengl] fragment shader source: [vo/gpu/opengl] [ 1] #version 440 [vo/gpu/opengl] [ 2] #define tex1D texture [vo/gpu/opengl] [ 3] #define tex3D texture [vo/gpu/opengl] [ 4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x)) [vo/gpu/opengl] [ 5] out vec4 out_color; [vo/gpu/opengl] [ 6] in vec2 texcoord0; [vo/gpu/opengl] [ 7] layout(std140, binding=0) uniform UBO { [vo/gpu/opengl] [ 8] layout(offset=0) vec2 texture_size0; [vo/gpu/opengl] [ 9] layout(offset=16) mat2 texture_rot0; [vo/gpu/opengl] [ 10] layout(offset=48) vec2 texture_off0; [vo/gpu/opengl] [ 11] layout(offset=56) vec2 pixel_size0; [vo/gpu/opengl] [ 12] }; [vo/gpu/opengl] [ 13] uniform float random; [vo/gpu/opengl] [ 14] uniform sampler2D texture0; [vo/gpu/opengl] [ 15] #define HOOKED_raw texture0 [vo/gpu/opengl] [ 16] #define HOOKED_pos texcoord0 [vo/gpu/opengl] [ 17] #define HOOKED_size texture_size0 [vo/gpu/opengl] [ 18] #define HOOKED_rot texture_rot0 [vo/gpu/opengl] [ 19] #define HOOKED_pt pixel_size0 [vo/gpu/opengl] [ 20] #define HOOKED_map texmap0 [vo/gpu/opengl] [ 21] #define HOOKED_mul 1.000000 [vo/gpu/opengl] [ 22] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba) [vo/gpu/opengl] [ 23] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off)) [vo/gpu/opengl] [ 24] #define CHROMA_raw texture0 [vo/gpu/opengl] [ 25] #define CHROMA_pos texcoord0 [vo/gpu/opengl] [ 26] #define CHROMA_size texture_size0 [vo/gpu/opengl] [ 27] #define CHROMA_rot texture_rot0 [vo/gpu/opengl] [ 28] #define CHROMA_pt pixel_size0 [vo/gpu/opengl] [ 29] #define CHROMA_map texmap0 [vo/gpu/opengl] [ 30] #define CHROMA_mul 1.000000 [vo/gpu/opengl] [ 31] #define CHROMA_tex(pos) (CHROMA_mul * vec4(texture(CHROMA_raw, pos)).rgba) [vo/gpu/opengl] [ 32] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off)) [vo/gpu/opengl] [ 33] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; } [vo/gpu/opengl] [ 34] float permute(float x) { return mod289((34.0*x + 1.0) * x); } [vo/gpu/opengl] [ 35] float rand(float x) { return fract(x * 1.0/41.0); } [vo/gpu/opengl] [ 36] vec4 average(float range, inout float h) { [vo/gpu/opengl] [ 37] float dist = rand(h) * range; h = permute(h); [vo/gpu/opengl] [ 38] float dir = rand(h) * 6.2831853; h = permute(h); [vo/gpu/opengl] [ 39] vec2 o = dist * vec2(cos(dir), sin(dir)); [vo/gpu/opengl] [ 40] vec4 ref[4]; [vo/gpu/opengl] [ 41] ref[0] = HOOKED_texOff(vec2( o.x, o.y)); [vo/gpu/opengl] [ 42] ref[1] = HOOKED_texOff(vec2(-o.y, o.x)); [vo/gpu/opengl] [ 43] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y)); [vo/gpu/opengl] [ 44] ref[3] = HOOKED_texOff(vec2( o.y, -o.x)); [vo/gpu/opengl] [ 45] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25; [vo/gpu/opengl] [ 46] } [vo/gpu/opengl] [ 47] void main() { [vo/gpu/opengl] [ 48] vec4 color = vec4(0.0, 0.0, 0.0, 1.0); [vo/gpu/opengl] [ 49] { [vo/gpu/opengl] [ 50] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0); [vo/gpu/opengl] [ 51] float h = permute(permute(permute(_m.x)+_m.y)+_m.z); [vo/gpu/opengl] [ 52] color = HOOKED_tex(HOOKED_pos); [vo/gpu/opengl] [ 53] vec4 avg, diff; [vo/gpu/opengl] [ 54] avg = average(16.000000, h); [vo/gpu/opengl] [ 55] diff = abs(color - avg); [vo/gpu/opengl] [ 56] color = mix(avg, color, greaterThan(diff, vec4(0.003906))); [vo/gpu/opengl] [ 57] vec3 noise; [vo/gpu/opengl] [ 58] noise.x = rand(h); h = permute(h); [vo/gpu/opengl] [ 59] noise.y = rand(h); h = permute(h); [vo/gpu/opengl] [ 60] noise.z = rand(h); h = permute(h); [vo/gpu/opengl] [ 61] color.xyz += 0.005859 * (noise - vec3(0.5)); [vo/gpu/opengl] [ 62] } [vo/gpu/opengl] [ 63] color.b = 0.000000; [vo/gpu/opengl] [ 64] color.a = 1.000000; [vo/gpu/opengl] [ 65] out_color = color; [vo/gpu/opengl] [ 66] } [vo/gpu/opengl] fragment shader compile log (status=0): [vo/gpu/opengl] 0:36(27): error: invalid input layout qualifier used [vo/gpu/opengl] [vo/gpu/opengl] shader link log (status=0): error: linking with uncompiled/unspecialized shader AV: 00:00:01 / 00:03:19 (0%) A-V: 0.014 DS: 2.553/1 Cache: 92s+159MB