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fix: on MacOS, 'Open with UTV' crashes UTV #39

Description

@fab-e35ps

What happened?

UTV 2026.7 (0537a65) on macos 26.6.2

when invoked fron the Finder with right-clic on a file -> 'Open with UTV', UTV systematically crashes while displaying a very long error log, and must be force quitted.
same thing happens when the file is passed through a commandline : open -a "/Applications/UTV.app" "<thisFile.png>" -> crash.

The very same file opens and plays perfectly if UTV is launched first (with no file arg) then the file is opened trough the menu (file->open) or drag'n dropped on the window.

drag'n dropping a file on ITV's app icon or dock icon also crashes, even if UTV is already open.

This happens whatever the file type: exr, prores, mp4, jpeg, png...

I cannot really see what is relevant in the veeeery long error log (maybe "duplicate definition of function 'main' " ?)

List all the operating systems versions where this is happening

macos 26.6.2

On what computer hardware is this happening?

mac mini M4 16GB

Relevant console log output

WARNING: GPUInfo not initialized on GpuInfoUpdate 
INFO: loading plugin /Applications/UTV.app/Contents/PlugIns/Output/AJADevices.dylib 
INFO: MasterPortDestroyer is armed 
INFO: loading plugin /Applications/UTV.app/Contents/PlugIns/Output/BlackMagicDevices.dylib 
INFO: loading plugin /Applications/UTV.app/Contents/PlugIns/Output/NDI.dylib 
INFO: Importing MediaLibrary Plug-In: media_library_demo.media_library_environment_variable_reader_plugin 
INFO: Importing MediaLibrary Plug-In: media_library_demo.media_library_event_plugin 
INFO: // 
INFO: // VERTEX PROGRAM 
INFO: // 
INFO: 1: #version 120 
INFO: 2: 
INFO: 3: attribute vec2 in_Position; 
INFO: 4: uniform mat4 projMatrix, modelviewMatrix; 
INFO: 5: attribute vec2 in_TexCoord0; 
INFO: 6: varying vec2 TexCoord0; 
INFO: 7: void main() 
INFO: 8: { 
INFO: 9: TexCoord0 = in_TexCoord0; 
INFO: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
INFO: 11: } 
INFO: 12: 
INFO: // 
INFO: // FUNCTION: SourceRGBA 
INFO: // 
INFO: 1: 
INFO: 2: 
INFO: 3: 
INFO: 4: 
INFO: 5: 
INFO: 6: 
INFO: 7: 
INFO: 8: 
INFO: 9: 
INFO: 10: 
INFO: 11: 
INFO: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
INFO: 13: { 
INFO: 14: vec2 t = ST + offset; 
INFO: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
INFO: 16: return vec4(0.0); 
INFO: 17: 
INFO: 18: if (orientation == 1.0) 
INFO: 19: { 
INFO: 20: t.y = RGBA_samplerSize.y - t.y; 
INFO: 21: } 
INFO: 22: else if (orientation == 2.0) 
INFO: 23: { 
INFO: 24: t.x = RGBA_samplerSize.x - t.x; 
INFO: 25: } 
INFO: 26: else if (orientation == 3.0) 
INFO: 27: { 
INFO: 28: t.x = RGBA_samplerSize.x - t.x; 
INFO: 29: t.y = RGBA_samplerSize.y - t.y; 
INFO: 30: } 
INFO: 31: 
INFO: 32: return texture2DRect(RGBA_sampler, t); 
INFO: 33: } 
INFO: 34: 
INFO: // 
INFO: // PROGRAM: 
INFO: // 
INFO: 1: uniform sampler2DRect RGBA_sampler_1; 
INFO: 2: uniform vec2 samplerSize_1; 
INFO: 3: uniform float orientation_1; 
INFO: 4: varying vec2 TexCoord0; 
INFO: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
INFO: 6: 
INFO: 7: 
INFO: 8: 
INFO: 9: void main () 
INFO: 10: { 
INFO: 11: gl_FragColor = SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1); 
INFO: 12: } 
INFO: 13: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 
ERROR: // 
ERROR: // VERTEX PROGRAM 
ERROR: // 
ERROR: 1: #version 120 
ERROR: 2: 
ERROR: 3: attribute vec2 in_Position; 
ERROR: 4: uniform mat4 projMatrix, modelviewMatrix; 
ERROR: 5: attribute vec2 in_TexCoord0; 
ERROR: 6: varying vec2 TexCoord0; 
ERROR: 7: void main() 
ERROR: 8: { 
ERROR: 9: TexCoord0 = in_TexCoord0; 
ERROR: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
ERROR: 11: } 
ERROR: 12: 
ERROR: // 
ERROR: // FUNCTION: SourceRGBA 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: 
ERROR: 11: 
ERROR: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
ERROR: 13: { 
ERROR: 14: vec2 t = ST + offset; 
ERROR: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
ERROR: 16: return vec4(0.0); 
ERROR: 17: 
ERROR: 18: if (orientation == 1.0) 
ERROR: 19: { 
ERROR: 20: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 21: } 
ERROR: 22: else if (orientation == 2.0) 
ERROR: 23: { 
ERROR: 24: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 25: } 
ERROR: 26: else if (orientation == 3.0) 
ERROR: 27: { 
ERROR: 28: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 29: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 30: } 
ERROR: 31: 
ERROR: 32: return texture2DRect(RGBA_sampler, t); 
ERROR: 33: } 
ERROR: 34: 
ERROR: // 
ERROR: // PROGRAM: 
ERROR: // 
ERROR: 1: uniform float orientation_1; 
ERROR: 2: uniform vec2 samplerSize_1; 
ERROR: 3: uniform sampler2DRect RGBA_sampler_1; 
ERROR: 4: varying vec2 TexCoord0; 
ERROR: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: void main () 
ERROR: 10: { 
ERROR: 11: gl_FragColor = SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1); 
ERROR: 12: } 
ERROR: 13: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 
ERROR: [QTMetalVideoDevice] glBlitFramebufferEXT failed — falling back to CPU readback 
INFO: [QTMetalVideoDevice] presenting via CPU readback (1024x576); zero-copy IOSurface interop unavailable — retrying periodically. 
INFO: // 
INFO: // VERTEX PROGRAM 
INFO: // 
INFO: 1: #version 120 
INFO: 2: 
INFO: 3: attribute vec2 in_Position; 
INFO: 4: uniform mat4 projMatrix, modelviewMatrix; 
INFO: 5: attribute vec2 in_TexCoord0; 
INFO: 6: varying vec2 TexCoord0; 
INFO: 7: void main() 
INFO: 8: { 
INFO: 9: TexCoord0 = in_TexCoord0; 
INFO: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
INFO: 11: } 
INFO: 12: 
INFO: // 
INFO: // FUNCTION: SourceRGBA 
INFO: // 
INFO: 1: 
INFO: 2: 
INFO: 3: 
INFO: 4: 
INFO: 5: 
INFO: 6: 
INFO: 7: 
INFO: 8: 
INFO: 9: 
INFO: 10: 
INFO: 11: 
INFO: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
INFO: 13: { 
INFO: 14: vec2 t = ST + offset; 
INFO: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
INFO: 16: return vec4(0.0); 
INFO: 17: 
INFO: 18: if (orientation == 1.0) 
INFO: 19: { 
INFO: 20: t.y = RGBA_samplerSize.y - t.y; 
INFO: 21: } 
INFO: 22: else if (orientation == 2.0) 
INFO: 23: { 
INFO: 24: t.x = RGBA_samplerSize.x - t.x; 
INFO: 25: } 
INFO: 26: else if (orientation == 3.0) 
INFO: 27: { 
INFO: 28: t.x = RGBA_samplerSize.x - t.x; 
INFO: 29: t.y = RGBA_samplerSize.y - t.y; 
INFO: 30: } 
INFO: 31: 
INFO: 32: return texture2DRect(RGBA_sampler, t); 
INFO: 33: } 
INFO: 34: 
INFO: // 
INFO: // PROGRAM: 
INFO: // 
INFO: 1: uniform sampler2DRect RGBA_sampler_1; 
INFO: 2: uniform vec2 samplerSize_1; 
INFO: 3: uniform float orientation_1; 
INFO: 4: varying vec2 TexCoord0; 
INFO: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
INFO: 6: 
INFO: 7: 
INFO: 8: 
INFO: 9: void main () 
INFO: 10: { 
INFO: 11: gl_FragColor = SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1); 
INFO: 12: } 
INFO: 13: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 
ERROR: // 
ERROR: // VERTEX PROGRAM 
ERROR: // 
ERROR: 1: #version 120 
ERROR: 2: 
ERROR: 3: attribute vec2 in_Position; 
ERROR: 4: uniform mat4 projMatrix, modelviewMatrix; 
ERROR: 5: attribute vec2 in_TexCoord0; 
ERROR: 6: varying vec2 TexCoord0; 
ERROR: 7: void main() 
ERROR: 8: { 
ERROR: 9: TexCoord0 = in_TexCoord0; 
ERROR: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
ERROR: 11: } 
ERROR: 12: 
ERROR: // 
ERROR: // FUNCTION: SourceRGBA 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: 
ERROR: 11: 
ERROR: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
ERROR: 13: { 
ERROR: 14: vec2 t = ST + offset; 
ERROR: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
ERROR: 16: return vec4(0.0); 
ERROR: 17: 
ERROR: 18: if (orientation == 1.0) 
ERROR: 19: { 
ERROR: 20: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 21: } 
ERROR: 22: else if (orientation == 2.0) 
ERROR: 23: { 
ERROR: 24: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 25: } 
ERROR: 26: else if (orientation == 3.0) 
ERROR: 27: { 
ERROR: 28: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 29: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 30: } 
ERROR: 31: 
ERROR: 32: return texture2DRect(RGBA_sampler, t); 
ERROR: 33: } 
ERROR: 34: 
ERROR: // 
ERROR: // PROGRAM: 
ERROR: // 
ERROR: 1: uniform vec2 samplerSize_1; 
ERROR: 2: uniform sampler2DRect RGBA_sampler_1; 
ERROR: 3: uniform float orientation_1; 
ERROR: 4: varying vec2 TexCoord0; 
ERROR: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: void main () 
ERROR: 10: { 
ERROR: 11: gl_FragColor = SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1); 
ERROR: 12: } 
ERROR: 13: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 
ERROR: // 
ERROR: // VERTEX PROGRAM 
ERROR: // 
ERROR: 1: #version 120 
ERROR: 2: 
ERROR: 3: attribute vec2 in_Position; 
ERROR: 4: uniform mat4 projMatrix, modelviewMatrix; 
ERROR: 5: attribute vec2 in_TexCoord0; 
ERROR: 6: varying vec2 TexCoord0; 
ERROR: 7: void main() 
ERROR: 8: { 
ERROR: 9: TexCoord0 = in_TexCoord0; 
ERROR: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
ERROR: 11: } 
ERROR: 12: 
ERROR: // 
ERROR: // FUNCTION: SourceRGBA 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: 
ERROR: 11: 
ERROR: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
ERROR: 13: { 
ERROR: 14: vec2 t = ST + offset; 
ERROR: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
ERROR: 16: return vec4(0.0); 
ERROR: 17: 
ERROR: 18: if (orientation == 1.0) 
ERROR: 19: { 
ERROR: 20: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 21: } 
ERROR: 22: else if (orientation == 2.0) 
ERROR: 23: { 
ERROR: 24: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 25: } 
ERROR: 26: else if (orientation == 3.0) 
ERROR: 27: { 
ERROR: 28: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 29: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 30: } 
ERROR: 31: 
ERROR: 32: return texture2DRect(RGBA_sampler, t); 
ERROR: 33: } 
ERROR: 34: 
ERROR: // 
ERROR: // PROGRAM: 
ERROR: // 
ERROR: 1: uniform vec2 samplerSize_1; 
ERROR: 2: uniform float orientation_1; 
ERROR: 3: uniform sampler2DRect RGBA_sampler_1; 
ERROR: 4: varying vec2 TexCoord0; 
ERROR: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: void main () 
ERROR: 10: { 
ERROR: 11: gl_FragColor = SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1); 
ERROR: 12: } 
ERROR: 13: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 
ERROR: // 
ERROR: // VERTEX PROGRAM 
ERROR: // 
ERROR: 1: #version 120 
ERROR: 2: 
ERROR: 3: attribute vec2 in_Position; 
ERROR: 4: uniform mat4 projMatrix, modelviewMatrix; 
ERROR: 5: attribute vec2 in_TexCoord0; 
ERROR: 6: varying vec2 TexCoord0; 
ERROR: 7: void main() 
ERROR: 8: { 
ERROR: 9: TexCoord0 = in_TexCoord0; 
ERROR: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
ERROR: 11: } 
ERROR: 12: 
ERROR: // 
ERROR: // FUNCTION: SourceRGBA 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: 
ERROR: 11: 
ERROR: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
ERROR: 13: { 
ERROR: 14: vec2 t = ST + offset; 
ERROR: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
ERROR: 16: return vec4(0.0); 
ERROR: 17: 
ERROR: 18: if (orientation == 1.0) 
ERROR: 19: { 
ERROR: 20: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 21: } 
ERROR: 22: else if (orientation == 2.0) 
ERROR: 23: { 
ERROR: 24: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 25: } 
ERROR: 26: else if (orientation == 3.0) 
ERROR: 27: { 
ERROR: 28: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 29: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 30: } 
ERROR: 31: 
ERROR: 32: return texture2DRect(RGBA_sampler, t); 
ERROR: 33: } 
ERROR: 34: 
ERROR: // 
ERROR: // PROGRAM: 
ERROR: // 
ERROR: 1: uniform vec2 samplerSize_1; 
ERROR: 2: uniform sampler2DRect RGBA_sampler_1; 
ERROR: 3: uniform float orientation_1; 
ERROR: 4: varying vec2 TexCoord0; 
ERROR: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: void main () 
ERROR: 10: { 
ERROR: 11: gl_FragColor = SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1); 
ERROR: 12: } 
ERROR: 13: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 
INFO: Using videotoolbox hardware acceleration for 'h264' decoding. 
INFO: Auto-caching: Detected inter-frame video (H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10); activated Look-Ahead Cache for smooth playback. 
INFO: OpenGL surface options (stereo, vsync, double-buffer, pixel format) do not apply on the Metal presentation backend. 
INFO: Auto-caching: Detected inter-frame video (H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10); activated Look-Ahead Cache for smooth playback. 
INFO: // 
INFO: // VERTEX PROGRAM 
INFO: // 
INFO: 1: #version 120 
INFO: 2: 
INFO: 3: attribute vec2 in_Position; 
INFO: 4: uniform mat4 projMatrix, modelviewMatrix; 
INFO: 5: attribute vec2 in_TexCoord0; 
INFO: 6: varying vec2 TexCoord0; 
INFO: 7: void main() 
INFO: 8: { 
INFO: 9: TexCoord0 = in_TexCoord0; 
INFO: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
INFO: 11: } 
INFO: 12: 
INFO: // 
INFO: // FUNCTION: SourceRGBA 
INFO: // 
INFO: 1: 
INFO: 2: 
INFO: 3: 
INFO: 4: 
INFO: 5: 
INFO: 6: 
INFO: 7: 
INFO: 8: 
INFO: 9: 
INFO: 10: 
INFO: 11: 
INFO: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
INFO: 13: { 
INFO: 14: vec2 t = ST + offset; 
INFO: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
INFO: 16: return vec4(0.0); 
INFO: 17: 
INFO: 18: if (orientation == 1.0) 
INFO: 19: { 
INFO: 20: t.y = RGBA_samplerSize.y - t.y; 
INFO: 21: } 
INFO: 22: else if (orientation == 2.0) 
INFO: 23: { 
INFO: 24: t.x = RGBA_samplerSize.x - t.x; 
INFO: 25: } 
INFO: 26: else if (orientation == 3.0) 
INFO: 27: { 
INFO: 28: t.x = RGBA_samplerSize.x - t.x; 
INFO: 29: t.y = RGBA_samplerSize.y - t.y; 
INFO: 30: } 
INFO: 31: 
INFO: 32: return texture2DRect(RGBA_sampler, t); 
INFO: 33: } 
INFO: 34: 
INFO: // 
INFO: // FUNCTION: ColorLinearSRGB 
INFO: // 
INFO: 1: 
INFO: 2: 
INFO: 3: 
INFO: 4: 
INFO: 5: 
INFO: 6: 
INFO: 7: 
INFO: 8: 
INFO: 9: 
INFO: 10: vec4 ColorLinearSRGB684bb51e (const in vec4 P) 
INFO: 11: { 
INFO: 12: const vec3 q = vec3(0.0031308); 
INFO: 13: const vec3 a = vec3(0.055); 
INFO: 14: const vec3 b = vec3(12.92); 
INFO: 15: const vec3 g = vec3(1.0 / 2.4); 
INFO: 16: 
INFO: 17: vec3 c = max(P.rgb, vec3(0.0)); 
INFO: 18: bvec3 t = lessThanEqual(c, q); 
INFO: 19: vec3 c0 = c * b; 
INFO: 20: vec3 c1 = (vec3(1.0) + a) * pow(c, g) - a; 
INFO: 21: return vec4(mix(c1, c0, vec3(t)), P.a); 
INFO: 22: } 
INFO: 23: 
INFO: // 
INFO: // PROGRAM: 
INFO: // 
INFO: 1: uniform float orientation_1; 
INFO: 2: uniform vec2 samplerSize_1; 
INFO: 3: uniform sampler2DRect RGBA_sampler_1; 
INFO: 4: varying vec2 TexCoord0; 
INFO: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
INFO: 6: vec4 ColorLinearSRGB684bb51e(const in vec4); 
INFO: 7: 
INFO: 8: 
INFO: 9: 
INFO: 10: void main () 
INFO: 11: { 
INFO: 12: gl_FragColor = ColorLinearSRGB684bb51e(SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1)); 
INFO: 13: } 
INFO: 14: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA ColorLinearSRGB 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 
ERROR: // 
ERROR: // VERTEX PROGRAM 
ERROR: // 
ERROR: 1: #version 120 
ERROR: 2: 
ERROR: 3: attribute vec2 in_Position; 
ERROR: 4: uniform mat4 projMatrix, modelviewMatrix; 
ERROR: 5: attribute vec2 in_TexCoord0; 
ERROR: 6: varying vec2 TexCoord0; 
ERROR: 7: void main() 
ERROR: 8: { 
ERROR: 9: TexCoord0 = in_TexCoord0; 
ERROR: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
ERROR: 11: } 
ERROR: 12: 
ERROR: // 
ERROR: // FUNCTION: SourceRGBA 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: 
ERROR: 11: 
ERROR: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
ERROR: 13: { 
ERROR: 14: vec2 t = ST + offset; 
ERROR: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
ERROR: 16: return vec4(0.0); 
ERROR: 17: 
ERROR: 18: if (orientation == 1.0) 
ERROR: 19: { 
ERROR: 20: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 21: } 
ERROR: 22: else if (orientation == 2.0) 
ERROR: 23: { 
ERROR: 24: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 25: } 
ERROR: 26: else if (orientation == 3.0) 
ERROR: 27: { 
ERROR: 28: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 29: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 30: } 
ERROR: 31: 
ERROR: 32: return texture2DRect(RGBA_sampler, t); 
ERROR: 33: } 
ERROR: 34: 
ERROR: // 
ERROR: // FUNCTION: ColorLinearSRGB 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: vec4 ColorLinearSRGB684bb51e (const in vec4 P) 
ERROR: 11: { 
ERROR: 12: const vec3 q = vec3(0.0031308); 
ERROR: 13: const vec3 a = vec3(0.055); 
ERROR: 14: const vec3 b = vec3(12.92); 
ERROR: 15: const vec3 g = vec3(1.0 / 2.4); 
ERROR: 16: 
ERROR: 17: vec3 c = max(P.rgb, vec3(0.0)); 
ERROR: 18: bvec3 t = lessThanEqual(c, q); 
ERROR: 19: vec3 c0 = c * b; 
ERROR: 20: vec3 c1 = (vec3(1.0) + a) * pow(c, g) - a; 
ERROR: 21: return vec4(mix(c1, c0, vec3(t)), P.a); 
ERROR: 22: } 
ERROR: 23: 
ERROR: // 
ERROR: // PROGRAM: 
ERROR: // 
ERROR: 1: uniform vec2 samplerSize_1; 
ERROR: 2: uniform float orientation_1; 
ERROR: 3: uniform sampler2DRect RGBA_sampler_1; 
ERROR: 4: varying vec2 TexCoord0; 
ERROR: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
ERROR: 6: vec4 ColorLinearSRGB684bb51e(const in vec4); 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: void main () 
ERROR: 11: { 
ERROR: 12: gl_FragColor = ColorLinearSRGB684bb51e(SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1)); 
ERROR: 13: } 
ERROR: 14: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA ColorLinearSRGB 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 
ERROR: // 
ERROR: // VERTEX PROGRAM 
ERROR: // 
ERROR: 1: #version 120 
ERROR: 2: 
ERROR: 3: attribute vec2 in_Position; 
ERROR: 4: uniform mat4 projMatrix, modelviewMatrix; 
ERROR: 5: attribute vec2 in_TexCoord0; 
ERROR: 6: varying vec2 TexCoord0; 
ERROR: 7: void main() 
ERROR: 8: { 
ERROR: 9: TexCoord0 = in_TexCoord0; 
ERROR: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
ERROR: 11: } 
ERROR: 12: 
ERROR: // 
ERROR: // FUNCTION: SourceRGBA 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: 
ERROR: 11: 
ERROR: 12: vec4 SourceRGBA86f32ffb (const in sampler2DRect RGBA_sampler, const in vec2 ST, const in vec2 offset, const in vec2 RGBA_samplerSize, const in float orientation) 
ERROR: 13: { 
ERROR: 14: vec2 t = ST + offset; 
ERROR: 15: if (t.x = RGBA_samplerSize.x || t.y >= RGBA_samplerSize.y) 
ERROR: 16: return vec4(0.0); 
ERROR: 17: 
ERROR: 18: if (orientation == 1.0) 
ERROR: 19: { 
ERROR: 20: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 21: } 
ERROR: 22: else if (orientation == 2.0) 
ERROR: 23: { 
ERROR: 24: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 25: } 
ERROR: 26: else if (orientation == 3.0) 
ERROR: 27: { 
ERROR: 28: t.x = RGBA_samplerSize.x - t.x; 
ERROR: 29: t.y = RGBA_samplerSize.y - t.y; 
ERROR: 30: } 
ERROR: 31: 
ERROR: 32: return texture2DRect(RGBA_sampler, t); 
ERROR: 33: } 
ERROR: 34: 
ERROR: // 
ERROR: // FUNCTION: ColorLinearSRGB 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: vec4 ColorLinearSRGB684bb51e (const in vec4 P) 
ERROR: 11: { 
ERROR: 12: const vec3 q = vec3(0.0031308); 
ERROR: 13: const vec3 a = vec3(0.055); 
ERROR: 14: const vec3 b = vec3(12.92); 
ERROR: 15: const vec3 g = vec3(1.0 / 2.4); 
ERROR: 16: 
ERROR: 17: vec3 c = max(P.rgb, vec3(0.0)); 
ERROR: 18: bvec3 t = lessThanEqual(c, q); 
ERROR: 19: vec3 c0 = c * b; 
ERROR: 20: vec3 c1 = (vec3(1.0) + a) * pow(c, g) - a; 
ERROR: 21: return vec4(mix(c1, c0, vec3(t)), P.a); 
ERROR: 22: } 
ERROR: 23: 
ERROR: // 
ERROR: // PROGRAM: 
ERROR: // 
ERROR: 1: uniform float orientation_1; 
ERROR: 2: uniform vec2 samplerSize_1; 
ERROR: 3: uniform sampler2DRect RGBA_sampler_1; 
ERROR: 4: varying vec2 TexCoord0; 
ERROR: 5: vec4 SourceRGBA86f32ffb(const in sampler2DRect, const in vec2, const in vec2, const in vec2, const in float); 
ERROR: 6: vec4 ColorLinearSRGB684bb51e(const in vec4); 
ERROR: 7: 
ERROR: 8: 
ERROR: 9: 
ERROR: 10: void main () 
ERROR: 11: { 
ERROR: 12: gl_FragColor = ColorLinearSRGB684bb51e(SourceRGBA86f32ffb(RGBA_sampler_1, TexCoord0.xy, vec2(0.0, 0.0), samplerSize_1, orientation_1)); 
ERROR: 13: } 
ERROR: 14: 
ERROR: compiling program: 
ERROR: with functions: SourceRGBA ColorLinearSRGB 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program 

ERROR: // 
ERROR: // VERTEX PROGRAM 
ERROR: // 
ERROR: 1: #version 120 
ERROR: 2: 
ERROR: 3: attribute vec2 in_Position; 
ERROR: 4: uniform mat4 projMatrix, modelviewMatrix; 
ERROR: 5: attribute vec2 in_TexCoord0; 
ERROR: 6: varying vec2 TexCoord0; 
ERROR: 7: void main() 
ERROR: 8: { 
ERROR: 9: TexCoord0 = in_TexCoord0; 
ERROR: 10: gl_Position = projMatrix * modelviewMatrix * vec4(in_Position, 0, 1); 
ERROR: 11: } 
ERROR: 12: 
ERROR: // 
ERROR: // FUNCTION: SourceRGBA 
ERROR: // 
ERROR: 1: 
ERROR: 2: 
ERROR: 3: 
ERROR: 4: 
ERROR: 5: 
ERROR: 6: 
 
[... thousands of ERROR lines...]

ERROR: compiling program: 
ERROR: with functions: SourceRGBA ColorLinearSRGB 
ERROR: duplicate definition of function 'main' 
ERROR: No definition of SourceRGBA86f32ffb in fragment shader 
ERROR: failed to compile/select GL program: ERROR: failed to select the GL program

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