21:49 EGLVersion: 1.4 Android META-EGL EGLVendor: Android EGLClientAPIs: OpenGL_ES GLvendor: Qualcomm GLdevice: Adreno (TM) 530 GLversion: OpenGL ES 3.2 V@145.0 (GIT@I25dc76dc3f) [GLSL: OpenGL ES GLSL ES 3.20] Max texture size: 16384 Max combined texture units: 96 Max MSAA samples: 4 Viewport: 2048x1488 Display scale: 1.7 21:49 App initialized in 1.94739 s (including 0.163463 s to the first frame) Available CPU cores: 4 System Memory: 3414 MiB Safe memory limit for application: 512 MiB 21:49 Private memory: 213 MiB Working Set: 212 MiB (peak: 212 MiB) Virtual memory: 2546 MiB Heap memory: 42 MiB 21:49 File /storage/emulated/10/Download/CrankArm.brep [loaded in 0.108051 s] 21:49 [brepmesh Deflection: 0.616776 mm (rel.: 0.001) Angle: 20° Parallel: 1 MinSize: 0.1 mm AdaptiveMin: 0 InternalVerticesMode: 1 ControlSurfaceDeflection: 1] 21:49 [presentation computed in 0.409607 s] 21:49 Frame is redrawn in 16.62 ms [1 groups] [2 parts] [53 faces] [2132 triangles] [average per part: 1066] Private memory: 251 MiB Working Set: 222 MiB (peak: 223 MiB) Virtual memory: 2584 MiB Heap memory: 45 MiB 21:49 Private memory: 255 MiB Working Set: 227 MiB (peak: 227 MiB) Virtual memory: 2591 MiB Heap memory: 47 MiB 21:49 Mesh /data/user/10/org.opencascade.cadassistant/files/opencascade/shared/samples/capacitor.ply [3529 nodes] [4512 2d elements] [read in 0.018717 s] 21:49 [presentation computed in 0.003012 s] 21:49 Frame is redrawn in 94.781 ms [1 groups] [1 parts] [1 faces] [4512 triangles] Private memory: 256 MiB Working Set: 238 MiB (peak: 238 MiB) Virtual memory: 2592 MiB Heap memory: 49 MiB 21:49 Private memory: 255 MiB Working Set: 237 MiB (peak: 238 MiB) Virtual memory: 2591 MiB Heap memory: 49 MiB 21:49 File /data/user/10/org.opencascade.cadassistant/files/opencascade/shared/samples/Penrose.stp [loaded in 0.147909 s] [prepared in 0.25567 s] 21:49 [brepmesh Deflection: 0.03 mm (rel.: 0.001) Angle: 20° Parallel: 1 MinSize: 0.1 mm AdaptiveMin: 0 InternalVerticesMode: 1 ControlSurfaceDeflection: 1] 21:49 [presentation computed in 0.102034 s] 21:49 Frame is redrawn in 9.236 ms [9 groups] [10 parts] [69 faces] [144 triangles] [average per part: 12] [average per group: 12] Private memory: 257 MiB Working Set: 243 MiB (peak: 243 MiB) Virtual memory: 2594 MiB Heap memory: 50 MiB 21:50 TKOpenGl | Type: Error | ID: 0 | Severity: High | Message: #version 300 es // Enable extensions used in OCCT GLSL programs precision highp float; precision highp int; #define FRAGMENT_SHADER #define THE_MAX_LIGHTS 0 #define THE_MAX_CLIP_PLANES 0 #define THE_NB_FRAG_OUTPUTS 1 // Created on: 2013-10-10 // Created by: Denis BOGOLEPOV // Copyright (c) 2013-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. //! @file Declarations.glsl //! This files includes definition of common uniform variables in OCCT GLSL programs //! @def THE_MAX_LIGHTS //! Specifies the length of array of lights, which is 8 by default. Defined by Shader Manager. // #define THE_MAX_LIGHTS 8 //! @def THE_MAX_CLIP_PLANES //! Specifies the length of array of clipping planes, which is 8 by default. Defined by Shader Manager. // #define THE_MAX_CLIP_PLANES 8 //! @def THE_NB_FRAG_OUTPUTS //! Specifies the length of array of Fragment Shader outputs, which is 1 by default. Defined by Shader Manager. // #define THE_NB_FRAG_OUTPUTS 1 // compatibility macros #if (__VERSION__ >= 130) #define THE_ATTRIBUTE in #define THE_SHADER_IN in #define THE_SHADER_OUT out #define THE_OUT out #define occTexture1D texture #define occTexture2D texture #define occTexture3D texture #else #define THE_ATTRIBUTE attribute #define THE_SHADER_IN varying #define THE_SHADER_OUT varying #define THE_OUT #define occTexture1D texture1D #define occTexture2D texture2D #define occTexture3D texture3D #endif #ifdef GL_ES #define THE_PREC_ENUM lowp // enumerations should fit into lowp range #else #define THE_PREC_ENUM #endif // Vertex attributes #ifdef VERTEX_SHADER THE_ATTRIBUTE vec4 occVertex; THE_ATTRIBUTE vec3 occNormal; THE_ATTRIBUTE vec4 occTexCoord; THE_ATTRIBUTE vec4 occVertColor; #elif defined(FRAGMENT_SHADER) #if (__VERSION__ >= 130) #ifdef OCC_ENABLE_draw_buffers out vec4 occFragColorArray[THE_NB_FRAG_OUTPUTS]; #define occFragColorArrayAlias occFragColorArray #define occFragColor0 occFragColorArray[0] #else out vec4 occFragColor0; #endif #else #ifdef OCC_ENABLE_draw_buffers #define occFragColorArrayAlias gl_FragData #define occFragColor0 gl_FragData[0] #else #define occFragColor0 gl_FragColor #endif #endif #if (THE_NB_FRAG_OUTPUTS >= 2) #define occFragColor1 occFragColorArrayAlias[1] #else vec4 occFragColor1; #endif #if (THE_NB_FRAG_OUTPUTS >= 3) #define occFragColor2 occFragColorArrayAlias[2] #else vec4 occFragColor2; #endif #if (THE_NB_FRAG_OUTPUTS >= 4) #define occFragColor3 occFragColorArrayAlias[3] #else vec4 occFragColor3; #endif // Built-in outputs notation #define occFragColor occFragColor0 #define occFragCoverage occFragColor1 //! Define the main Fragment Shader output - color value. void occSetFragColor (in vec4 theColor); #endif // Matrix state uniform mat4 occWorldViewMatrix; //!< World-view matrix uniform mat4 occProjectionMatrix; //!< Projection matrix uniform mat4 occModelWorldMatrix; //!< Model-world matrix uniform mat4 occWorldViewMatrixInverse; //!< Inverse of the world-view matrix uniform mat4 occProjectionMatrixInverse; //!< Inverse of the projection matrix uniform mat4 occModelWorldMatrixInverse; //!< Inverse of the model-world matrix uniform mat4 occWorldViewMatrixTranspose; //!< Transpose of the world-view matrix uniform mat4 occProjectionMatrixTranspose; //!< Transpose of the projection matrix uniform mat4 occModelWorldMatrixTranspose; //!< Transpose of the model-world matrix uniform mat4 occWorldViewMatrixInverseTranspose; //!< Transpose of the inverse of the world-view matrix uniform mat4 occProjectionMatrixInverseTranspose; //!< Transpose of the inverse of the projection matrix uniform mat4 occModelWorldMatrixInverseTranspose; //!< Transpose of the inverse of the model-world matrix // light type enumeration const int OccLightType_Direct = 1; //!< directional light source const int OccLightType_Point = 2; //!< isotropic point light source const int OccLightType_Spot = 3; //!< spot light source // Light sources uniform vec4 occLightAmbient; //!< Cumulative ambient color #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0) uniform THE_PREC_ENUM int occLightSourcesCount; //!< Total number of light sources int occLight_Type (in int theId); //!< Type of light source int occLight_IsHeadlight (in int theId); //!< Is light a headlight? vec4 occLight_Diffuse (in int theId); //!< Diffuse intensity for specified light source vec4 occLight_Specular (in int theId); //!< Specular intensity (currently - equals to diffuse intencity) vec4 occLight_Position (in int theId); //!< Position of specified light source vec4 occLight_SpotDirection (in int theId); //!< Direction of specified spot light source float occLight_ConstAttenuation (in int theId); //!< Const attenuation factor of positional light source float occLight_LinearAttenuation (in int theId); //!< Linear attenuation factor of positional light source float occLight_SpotCutOff (in int theId); //!< Maximum spread angle of the spot light (in radians) float occLight_SpotExponent (in int theId); //!< Attenuation of the spot light intensity (from 0 to 1) #endif // Front material properties accessors vec4 occFrontMaterial_Emission(void); //!< Emission color vec4 occFrontMaterial_Ambient(void); //!< Ambient reflection vec4 occFrontMaterial_Diffuse(void); //!< Diffuse reflection vec4 occFrontMaterial_Specular(void); //!< Specular reflection float occFrontMaterial_Shininess(void); //!< Specular exponent float occFrontMaterial_Transparency(void); //!< Transparency coefficient // Back material properties accessors vec4 occBackMaterial_Emission(void); //!< Emission color vec4 occBackMaterial_Ambient(void); //!< Ambient reflection vec4 occBackMaterial_Diffuse(void); //!< Diffuse reflection vec4 occBackMaterial_Specular(void); //!< Specular reflection float occBackMaterial_Shininess(void); //!< Specular exponent float occBackMaterial_Transparency(void); //!< Transparency coefficient #define occActiveSampler occSampler0 //!< alias for backward compatibility #define occSamplerBaseColor occSampler0 //!< alias to a base color texture uniform sampler2D occSampler0; //!< current active sampler; //! occSampler1, occSampler2,... should be defined in GLSL program body for multitexturing uniform vec4 occColor; //!< color value (in case of disabled lighting) uniform THE_PREC_ENUM int occDistinguishingMode; //!< Are front and back faces distinguished? uniform THE_PREC_ENUM int occTextureEnable; //!< Is texture enabled? uniform vec4 occTexTrsf2d[2]; //!< 2D texture transformation parameters uniform float occPointSize; //!< point size //! Parameters of blended order-independent transparency rendering algorithm uniform int occOitOutput; //!< Enable bit for writing output color buffers for OIT (occFragColor, occFragCoverage) uniform float occOitDepthFactor; //!< Influence of the depth component to the coverage of the accumulated fragment //! Parameters of clipping planes #if defined(THE_MAX_CLIP_PLANES) && (THE_MAX_CLIP_PLANES > 0) uniform vec4 occClipPlaneEquations[THE_MAX_CLIP_PLANES]; uniform THE_PREC_ENUM int occClipPlaneCount; //!< Total number of clip planes #endif // Created on: 2013-10-10 // Created by: Denis BOGOLEPOV // Copyright (c) 2013-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. // This file includes implementation of common functions and properties accessors #if defined(FRAGMENT_SHADER) #if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE) //! Output color and coverage for accumulation by OIT algorithm. void occSetFragColor (in vec4 theColor) { float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2); occFragCoverage.r = theColor.a * aWeight; occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a); } #else //! Output color. void occSetFragColor (in vec4 theColor) { occFragColor = theColor; } #endif #endif #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0) // arrays of light sources uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters // light source properties accessors int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; } int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; } vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; } vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; } vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; } vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; } float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; } float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; } float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; } float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; } #endif // material state uniform vec4 occFrontMaterial[5]; uniform vec4 occBackMaterial[5]; // front material properties accessors vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; } vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; } vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; } vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; } float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; } float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; } // back material properties accessors vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; } vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; } vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; } vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; } float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; } float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; } // 2D texture coordinates transformation vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; } vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; } float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; } float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; } uniform sampler2DMS uAccumTexture; uniform sampler2DMS uWeightTexture; THE_SHADER_IN vec2 TexCoord; void main() { ivec2 aTexel = ivec2 (textureSize (uAccumTexture) * TexCoord); vec4 aAccum = texelFetch (uAccumTexture, aTexel, gl_SampleID); float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r; occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a)); } 21:50 TKOpenGl | Type: Error | ID: 0 | Severity: High | Message: Failed to compile shader object. Compilation log: ERROR: 0:268: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type '2-component vector of int' and a right operand of type 'varying 2-component vector of float' (or there is no acceptable conversion) ERROR: 0:269: 'gl_SampleID' : requires extension GL_OES_sample_variables to be enabled ERROR: 0:270: 'gl_SampleID' : requires extension GL_OES_sample_variables to be enabled ERROR: 3 compilation errors. No code generated. 21:50 TKOpenGl | Type: Error | ID: 0 | Severity: High | Message: Initialization of OIT compositing pass has failed. Blended order-independent transparency will not be available. 21:50 TKOpenGl | Type: Error | ID: 0 | Severity: High | Message: Initialization of OIT compositing pass has failed. Blended order-independent transparency will not be available.