[   0.010][v][cplayer] mpv 0.29.0-306-gc52b2343c2 Copyright © 2000-2018 mpv/MPlayer/mplayer2 projects
[   0.011][v][cplayer]  built on Wed Apr 10 11:19:01 STD 2019
[   0.011][v][cplayer] ffmpeg library versions:
[   0.011][v][cplayer]    libavutil       56.26.100
[   0.011][v][cplayer]    libavcodec      58.48.101
[   0.011][v][cplayer]    libavformat     58.27.100
[   0.011][v][cplayer]    libswscale      5.4.100
[   0.011][v][cplayer]    libavfilter     7.48.100
[   0.011][v][cplayer]    libswresample   3.4.100
[   0.011][v][cplayer] ffmpeg version: git-2019-04-10-7cf0d134
[   0.011][v][cplayer] 
[   0.011][v][cplayer] Configuration: /home/chainik/mpv/mpv-winbuild-cmake/build64/packages/mpv-prefix/src/mpv/waf configure --enable-static-build --disable-pdf-build --disable-manpage-build --enable-libmpv-shared --enable-lua --enable-javascript --enable-libarchive --enable-libass --enable-libbluray --enable-dvdread --enable-dvdnav --enable-uchardet --enable-rubberband --enable-lcms2 --enable-openal --enable-vapoursynth --prefix=/home/chainik/mpv/mpv-winbuild-cmake/build64/install/mingw
[   0.011][v][cplayer] List of enabled features: asm atomics build-date cplayer crossc cuda-hwaccel d3d-hwaccel d3d11 d3d9-hwaccel debug-build direct3d dos-paths drmprime dvdnav dvdread dvdread-common egl-angle egl-angle-win32 egl-helpers ffmpeg ffnvcodec gl gl-dxinterop gl-dxinterop-d3d9 gl-win32 glob glob-win32 gnuc gpl iconv javascript jpeg lcms2 libaf libarchive libass libass-osd libav-any libavcodec libavdevice libbluray libm libmpv-shared lua luajit mingw noexecstack openal optimize plain-gl posix-or-mingw rubberband shaderc shaderc-static static-build stdatomic uchardet vapoursynth vapoursynth-core vapoursynth-lazy vulkan wasapi win32-desktop win32-internal-pthreads win32-pipes zlib
[   0.011][d][osc] Loading lua script @osc.lua...
[   0.011][d][ytdl_hook] Loading lua script @ytdl_hook.lua...
[   0.011][d][stats] Loading lua script @stats.lua...
[   0.011][v][ipc] Starting IPC master
[   0.012][v][ipc] Listening to IPC pipe.
[   0.014][d][stats] loading mp.defaults
[   0.014][d][osc] loading mp.defaults
[   0.014][d][ytdl_hook] loading mp.defaults
[   0.014][d][stats] loading @stats.lua
[   0.014][d][ytdl_hook] loading @ytdl_hook.lua
[   0.014][d][osc] loading @osc.lua
[   0.015][d][stats] reading options for stats 
[   0.016][v][stats] script-opts/stats.conf not found. 
[   0.016][v][stats] lua-settings/stats.conf not found. 
[   0.016][d][autospeedwin] Loading lua script C:\Users\im\AppData\Roaming/mpv/scripts/autospeedwin.lua...
[   0.016][d][autoload] Loading lua script C:\Users\im\AppData\Roaming/mpv/scripts/autoload.lua...
[   0.016][v][cplayer] Waiting for scripts...
[   0.017][d][ytdl_hook] reading options for ytdl_hook 
[   0.017][d][autospeedwin] loading mp.defaults
[   0.017][d][autoload] loading mp.defaults
[   0.017][d][osc] reading options for osc 
[   0.017][d][autospeedwin] loading file C:\Users\im\AppData\Roaming/mpv/scripts/autospeedwin.lua
[   0.017][v][osc] script-opts/osc.conf not found. 
[   0.018][d][autoload] loading file C:\Users\im\AppData\Roaming/mpv/scripts/autoload.lua
[   0.018][v][osc] lua-settings/osc.conf not found. 
[   0.018][d][cplayer] Run command: define-section, flags=64, args=[input_stats, i script-binding stats/display-stats
[   0.018][d][cplayer] , default]
[   0.018][d][cplayer] Run command: enable-section, flags=64, args=[input_stats, allow-hide-cursor+allow-vo-dragging]
[   0.018][d][cplayer] Run command: define-section, flags=64, args=[input_forced_stats, , force]
[   0.018][d][cplayer] Run command: enable-section, flags=64, args=[input_forced_stats, allow-hide-cursor+allow-vo-dragging]
[   0.018][d][cplayer] Run command: define-section, flags=64, args=[input_stats, I script-binding stats/display-stats-toggle
[   0.018][d][cplayer] i script-binding stats/display-stats
[   0.018][d][cplayer] , default]
[   0.018][d][autoload] reading options for autoload 
[   0.018][d][cplayer] Run command: enable-section, flags=64, args=[input_stats, allow-hide-cursor+allow-vo-dragging]
[   0.018][d][cplayer] Run command: define-section, flags=64, args=[input_forced_stats, , force]
[   0.018][d][cplayer] Run command: enable-section, flags=64, args=[input_forced_stats, allow-hide-cursor+allow-vo-dragging]
[   0.019][d][cplayer] Run command: define-section, flags=64, args=[showhide, mouse_move script-binding osc/__keybinding1
[   0.019][d][cplayer] mouse_leave script-binding osc/__keybinding2
[   0.019][v][autoload] script-opts/autoload.conf not found. 
[   0.019][d][cplayer] , force]
[   0.019][d][cplayer] Run command: define-section, flags=64, args=[input_stats, i script-binding stats/display-stats
[   0.019][d][cplayer] I script-binding stats/display-stats-toggle
[   0.019][d][cplayer] , default]
[   0.019][d][cplayer] Run command: enable-section, flags=64, args=[showhide, allow-hide-cursor+allow-vo-dragging]
[   0.019][d][cplayer] Run command: enable-section, flags=64, args=[input_stats, allow-hide-cursor+allow-vo-dragging]
[   0.019][d][cplayer] Run command: define-section, flags=64, args=[input_forced_stats, , force]
[   0.019][d][cplayer] Run command: enable-section, flags=64, args=[input_forced_stats, allow-hide-cursor+allow-vo-dragging]
[   0.019][d][cplayer] Run command: define-section, flags=64, args=[input, mbtn_left script-binding osc/__keybinding3
[   0.019][d][cplayer] shift+mbtn_left script-binding osc/__keybinding4
[   0.019][d][cplayer] mbtn_right script-binding osc/__keybinding5
[   0.019][d][cplayer] wheel_up script-binding osc/__keybinding6
[   0.019][d][cplayer] wheel_down script-binding osc/__keybinding7
[   0.019][d][cplayer] mbtn_left_dbl ignore
[   0.019][d][cplayer] shift+mbtn_left_dbl ignore
[   0.019][d][cplayer] mbtn_right_dbl ignore
[   0.019][d][cplayer] , force]
[   0.019][v][autoload] lua-settings/autoload.conf not found. 
[   0.019][d][cplayer] Run command: define-section, flags=64, args=[input_stats, i script-binding stats/display-stats
[   0.019][d][cplayer] I script-binding stats/display-stats-toggle
[   0.019][d][cplayer] , default]
[   0.019][d][cplayer] Run command: enable-section, flags=64, args=[input, ]
[   0.019][d][cplayer] Run command: define-section, flags=64, args=[input_osc, , default]
[   0.019][d][cplayer] Run command: enable-section, flags=64, args=[input_stats, allow-hide-cursor+allow-vo-dragging]
[   0.019][d][cplayer] Run command: enable-section, flags=64, args=[input_osc, allow-hide-cursor+allow-vo-dragging]
[   0.019][d][cplayer] Run command: define-section, flags=64, args=[input_forced_stats, , force]
[   0.019][d][cplayer] Run command: define-section, flags=64, args=[input_forced_osc, , force]
[   0.019][d][cplayer] Run command: enable-section, flags=64, args=[input_forced_stats, allow-hide-cursor+allow-vo-dragging]
[   0.019][d][cplayer] Run command: enable-section, flags=64, args=[input_forced_osc, allow-hide-cursor+allow-vo-dragging]
[   0.019][d][osc] osc_init 
[   0.020][v][ytdl_hook] script-opts/ytdl_hook.conf not found. 
[   0.020][v][ytdl_hook] lua-settings/ytdl_hook.conf not found. 
[   0.020][d][cplayer] Run command: disable-section, flags=64, args=[input]
[   0.020][v][cplayer] Done loading scripts.
[   0.020][v][vo/gpu/d3d11] Initializing GPU context 'd3d11'
[   0.022][v][osd/libass] Shaper: FriBidi 1.0.5 (SIMPLE) HarfBuzz-ng 2.4.0 (COMPLEX)
[   0.023][v][osd/libass] Setting up fonts...
[   0.041][v][osd/libass] Using font provider directwrite
[   0.041][v][osd/libass] Done.
[   0.111][v][vo/gpu/d3d11] Using Direct3D 11 feature level 12_1
[   0.111][v][vo/gpu/d3d11] Device Name: NVIDIA GeForce GTX 1060
[   0.111][v][vo/gpu/d3d11] Device ID: 10de:1c60 (rev a1)
[   0.111][v][vo/gpu/d3d11] Subsystem ID: 103c:84db
[   0.111][v][vo/gpu/d3d11] LUID: 0000000000016808
[   0.111][v][vo/gpu/d3d11] Initializing SPIR-V compiler 'shaderc'
[   0.111][v][ipc_0] Client connected
[   0.111][v][vo/gpu/d3d11] Using Direct3D 11.1 runtime
[   0.111][v][vo/gpu/d3d11] Maximum Texture2D size: 16384x16384
[   0.113][v][vo/gpu/d3d11] D3DCompiler version: 10.0.18362.1
[   0.151][v][vo/gpu/d3d11] Using DXGI 1.2+
[   0.151][v][vo/gpu/d3d11] Using flip-model presentation
[   0.151][d][vo/gpu/d3d11] Texture formats:
[   0.151][d][vo/gpu/d3d11]   NAME       COMP*TYPE SIZE        DEPTH PER COMP.
[   0.151][d][vo/gpu/d3d11]   r8         1*unorm   1B    LF CR {8}
[   0.151][d][vo/gpu/d3d11]   rg8        2*unorm   2B    LF CR {8 8}
[   0.151][d][vo/gpu/d3d11]   rgba8      4*unorm   4B    LF CR {8 8 8 8}
[   0.151][d][vo/gpu/d3d11]   r16        1*unorm   2B    LF CR {16}
[   0.151][d][vo/gpu/d3d11]   rg16       2*unorm   4B    LF CR {16 16}
[   0.151][d][vo/gpu/d3d11]   rgba16     4*unorm   8B    LF CR {16 16 16 16}
[   0.151][d][vo/gpu/d3d11]   r32ui      1*uint    4B          {32}
[   0.151][d][vo/gpu/d3d11]   rg32ui     2*uint    8B          {32 32}
[   0.151][d][vo/gpu/d3d11]   rgb32ui    3*uint   12B          {32 32 32}
[   0.151][d][vo/gpu/d3d11]   rgba32ui   4*uint   16B          {32 32 32 32}
[   0.151][d][vo/gpu/d3d11]   r16hf      1*float   2B    LF CR {16}
[   0.151][d][vo/gpu/d3d11]   rg16hf     2*float   4B    LF CR {16 16}
[   0.151][d][vo/gpu/d3d11]   rgba16hf   4*float   8B    LF CR {16 16 16 16}
[   0.151][d][vo/gpu/d3d11]   r32f       1*float   4B    LF CR {32}
[   0.151][d][vo/gpu/d3d11]   rg32f      2*float   8B    LF CR {32 32}
[   0.151][d][vo/gpu/d3d11]   rgb32f     3*float  12B          {32 32 32}
[   0.151][d][vo/gpu/d3d11]   rgba32f    4*float  16B    LF CR {32 32 32 32}
[   0.151][d][vo/gpu/d3d11]   rgb10_a2   4*unorm   4B    LF CR {10 10 10 2}
[   0.151][d][vo/gpu/d3d11]   bgra8      4*unorm   4B    LF CR {8 8 8 8}
[   0.151][d][vo/gpu/d3d11]   bgrx8      3*unorm   4B    LF CR {8 8 8}
[   0.151][d][vo/gpu/d3d11]  LA = LUMINANCE_ALPHA hack format
[   0.151][d][vo/gpu/d3d11]  LF = linear filterable
[   0.151][d][vo/gpu/d3d11]  CR = can be used for render targets
[   0.151][d][vo/gpu/d3d11] Image formats:
[   0.151][d][vo/gpu/d3d11]   yuv444p => 3 planes 1x1 8/0 [r8/r8/r8] (r/g/b)
[   0.151][d][vo/gpu/d3d11]   yuv420p => 3 planes 2x2 8/0 [r8/r8/r8] (r/g/b)
[   0.151][d][vo/gpu/d3d11]   gray => 1 planes 1x1 8/0 [r8] (r)
[   0.151][d][vo/gpu/d3d11]   gray16 => 1 planes 1x1 16/0 [r16] (r)
[   0.151][d][vo/gpu/d3d11]   uyvy422
[   0.151][d][vo/gpu/d3d11]   nv12 => 2 planes 2x2 8/0 [r8/rg8] (r/gb)
[   0.151][d][vo/gpu/d3d11]   p010 => 2 planes 2x2 16/6 [r16/rg16] (r/gb)
[   0.151][d][vo/gpu/d3d11]   argb => 1 planes 1x1 8/0 [rgba8] (argb)
[   0.151][d][vo/gpu/d3d11]   bgra => 1 planes 1x1 8/0 [rgba8] (bgra)
[   0.151][d][vo/gpu/d3d11]   abgr => 1 planes 1x1 8/0 [rgba8] (abgr)
[   0.151][d][vo/gpu/d3d11]   rgba => 1 planes 1x1 8/0 [rgba8] (rgba)
[   0.151][d][vo/gpu/d3d11]   bgr24
[   0.151][d][vo/gpu/d3d11]   rgb24
[   0.151][d][vo/gpu/d3d11]   0rgb => 1 planes 1x1 8/0 [rgba8] (_rgb)
[   0.151][d][vo/gpu/d3d11]   bgr0 => 1 planes 1x1 8/0 [rgba8] (bgr)
[   0.151][d][vo/gpu/d3d11]   0bgr => 1 planes 1x1 8/0 [rgba8] (_bgr)
[   0.151][d][vo/gpu/d3d11]   rgb0 => 1 planes 1x1 8/0 [rgba8] (rgb)
[   0.151][d][vo/gpu/d3d11]   rgba64 => 1 planes 1x1 16/0 [rgba16] (rgba)
[   0.151][d][vo/gpu/d3d11]   rgb565
[   0.151][d][vo/gpu/d3d11]   vdpau
[   0.151][d][vo/gpu/d3d11]   vdpau_output
[   0.151][d][vo/gpu/d3d11]   vaapi
[   0.151][d][vo/gpu/d3d11]   d3d11
[   0.151][d][vo/gpu/d3d11]   dxva2_vld
[   0.151][d][vo/gpu/d3d11]   mmal
[   0.151][d][vo/gpu/d3d11]   videotoolbox
[   0.151][d][vo/gpu/d3d11]   drm_prime
[   0.152][d][vo/gpu/d3d11]   cuda
[   0.152][d][vo/gpu/d3d11]   yuyv422
[   0.152][d][vo/gpu/d3d11]   yuv422p => 3 planes 2x1 8/0 [r8/r8/r8] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv410p => 3 planes 4x4 8/0 [r8/r8/r8] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv411p => 3 planes 4x1 8/0 [r8/r8/r8] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   monow
[   0.152][d][vo/gpu/d3d11]   monob
[   0.152][d][vo/gpu/d3d11]   pal8
[   0.152][d][vo/gpu/d3d11]   yuvj422p => 3 planes 2x1 8/0 [r8/r8/r8] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   uyyvyy411
[   0.152][d][vo/gpu/d3d11]   bgr8
[   0.152][d][vo/gpu/d3d11]   bgr4
[   0.152][d][vo/gpu/d3d11]   bgr4_byte
[   0.152][d][vo/gpu/d3d11]   rgb8
[   0.152][d][vo/gpu/d3d11]   rgb4
[   0.152][d][vo/gpu/d3d11]   rgb4_byte
[   0.152][d][vo/gpu/d3d11]   nv21 => 2 planes 2x2 8/0 [r8/rg8] (r/bg)
[   0.152][d][vo/gpu/d3d11]   gray16be
[   0.152][d][vo/gpu/d3d11]   yuv440p => 3 planes 1x2 8/0 [r8/r8/r8] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuvj440p => 3 planes 1x2 8/0 [r8/r8/r8] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuva420p => 4 planes 2x2 8/0 [r8/r8/r8/r8] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   rgb48be
[   0.152][d][vo/gpu/d3d11]   rgb48
[   0.152][d][vo/gpu/d3d11]   rgb565be
[   0.152][d][vo/gpu/d3d11]   rgb555be
[   0.152][d][vo/gpu/d3d11]   rgb555
[   0.152][d][vo/gpu/d3d11]   bgr565be
[   0.152][d][vo/gpu/d3d11]   bgr565
[   0.152][d][vo/gpu/d3d11]   bgr555be
[   0.152][d][vo/gpu/d3d11]   bgr555
[   0.152][d][vo/gpu/d3d11]   vaapi_moco
[   0.152][d][vo/gpu/d3d11]   vaapi_idct
[   0.152][d][vo/gpu/d3d11]   yuv420p16 => 3 planes 2x2 16/0 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv420p16be
[   0.152][d][vo/gpu/d3d11]   yuv422p16 => 3 planes 2x1 16/0 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv422p16be
[   0.152][d][vo/gpu/d3d11]   yuv444p16 => 3 planes 1x1 16/0 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv444p16be
[   0.152][d][vo/gpu/d3d11]   rgb444
[   0.152][d][vo/gpu/d3d11]   rgb444be
[   0.152][d][vo/gpu/d3d11]   bgr444
[   0.152][d][vo/gpu/d3d11]   bgr444be
[   0.152][d][vo/gpu/d3d11]   ya8 => 1 planes 1x1 8/0 [rg8] (ra)
[   0.152][d][vo/gpu/d3d11]   bgr48be
[   0.152][d][vo/gpu/d3d11]   bgr48
[   0.152][d][vo/gpu/d3d11]   yuv420p9be
[   0.152][d][vo/gpu/d3d11]   yuv420p9 => 3 planes 2x2 16/-7 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv420p10be
[   0.152][d][vo/gpu/d3d11]   yuv420p10 => 3 planes 2x2 16/-6 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv422p10be
[   0.152][d][vo/gpu/d3d11]   yuv422p10 => 3 planes 2x1 16/-6 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv444p9be
[   0.152][d][vo/gpu/d3d11]   yuv444p9 => 3 planes 1x1 16/-7 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv444p10be
[   0.152][d][vo/gpu/d3d11]   yuv444p10 => 3 planes 1x1 16/-6 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv422p9be
[   0.152][d][vo/gpu/d3d11]   yuv422p9 => 3 planes 2x1 16/-7 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   gbrp => 3 planes 1x1 8/0 [r8/r8/r8] (g/b/r)
[   0.152][d][vo/gpu/d3d11]   gbrp9be
[   0.152][d][vo/gpu/d3d11]   gbrp9 => 3 planes 1x1 16/-7 [r16/r16/r16] (g/b/r)
[   0.152][d][vo/gpu/d3d11]   gbrp10be
[   0.152][d][vo/gpu/d3d11]   gbrp10 => 3 planes 1x1 16/-6 [r16/r16/r16] (g/b/r)
[   0.152][d][vo/gpu/d3d11]   gbrp16be
[   0.152][d][vo/gpu/d3d11]   gbrp16 => 3 planes 1x1 16/0 [r16/r16/r16] (g/b/r)
[   0.152][d][vo/gpu/d3d11]   yuva422p => 4 planes 2x1 8/0 [r8/r8/r8/r8] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva444p => 4 planes 1x1 8/0 [r8/r8/r8/r8] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva420p9be
[   0.152][d][vo/gpu/d3d11]   yuva420p9 => 4 planes 2x2 16/-7 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva422p9be
[   0.152][d][vo/gpu/d3d11]   yuva422p9 => 4 planes 2x1 16/-7 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva444p9be
[   0.152][d][vo/gpu/d3d11]   yuva444p9 => 4 planes 1x1 16/-7 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva420p10be
[   0.152][d][vo/gpu/d3d11]   yuva420p10 => 4 planes 2x2 16/-6 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva422p10be
[   0.152][d][vo/gpu/d3d11]   yuva422p10 => 4 planes 2x1 16/-6 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva444p10be
[   0.152][d][vo/gpu/d3d11]   yuva444p10 => 4 planes 1x1 16/-6 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva420p16be
[   0.152][d][vo/gpu/d3d11]   yuva420p16 => 4 planes 2x2 16/0 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva422p16be
[   0.152][d][vo/gpu/d3d11]   yuva422p16 => 4 planes 2x1 16/0 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   yuva444p16be
[   0.152][d][vo/gpu/d3d11]   yuva444p16 => 4 planes 1x1 16/0 [r16/r16/r16/r16] (r/g/b/a)
[   0.152][d][vo/gpu/d3d11]   xyz12
[   0.152][d][vo/gpu/d3d11]   xyz12be
[   0.152][d][vo/gpu/d3d11]   nv16 => 2 planes 2x1 8/0 [r8/rg8] (r/gb)
[   0.152][d][vo/gpu/d3d11]   nv20 => 2 planes 2x1 16/-6 [r16/rg16] (r/gb)
[   0.152][d][vo/gpu/d3d11]   nv20be
[   0.152][d][vo/gpu/d3d11]   rgba64be
[   0.152][d][vo/gpu/d3d11]   bgra64be
[   0.152][d][vo/gpu/d3d11]   bgra64 => 1 planes 1x1 16/0 [rgba16] (bgra)
[   0.152][d][vo/gpu/d3d11]   yvyu422
[   0.152][d][vo/gpu/d3d11]   ya16be
[   0.152][d][vo/gpu/d3d11]   ya16 => 1 planes 1x1 16/0 [rg16] (ra)
[   0.152][d][vo/gpu/d3d11]   gbrap => 4 planes 1x1 8/0 [r8/r8/r8/r8] (g/b/r/a)
[   0.152][d][vo/gpu/d3d11]   gbrap16be
[   0.152][d][vo/gpu/d3d11]   gbrap16 => 4 planes 1x1 16/0 [r16/r16/r16/r16] (g/b/r/a)
[   0.152][d][vo/gpu/d3d11]   qsv
[   0.152][d][vo/gpu/d3d11]   d3d11va_vld
[   0.152][d][vo/gpu/d3d11]   yuv420p12be
[   0.152][d][vo/gpu/d3d11]   yuv420p12 => 3 planes 2x2 16/-4 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv420p14be
[   0.152][d][vo/gpu/d3d11]   yuv420p14 => 3 planes 2x2 16/-2 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv422p12be
[   0.152][d][vo/gpu/d3d11]   yuv422p12 => 3 planes 2x1 16/-4 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv422p14be
[   0.152][d][vo/gpu/d3d11]   yuv422p14 => 3 planes 2x1 16/-2 [r16/r16/r16] (r/g/b)
[   0.152][d][vo/gpu/d3d11]   yuv444p12be
[   0.153][d][vo/gpu/d3d11]   yuv444p12 => 3 planes 1x1 16/-4 [r16/r16/r16] (r/g/b)
[   0.153][d][vo/gpu/d3d11]   yuv444p14be
[   0.153][d][vo/gpu/d3d11]   yuv444p14 => 3 planes 1x1 16/-2 [r16/r16/r16] (r/g/b)
[   0.153][d][vo/gpu/d3d11]   gbrp12be
[   0.153][d][vo/gpu/d3d11]   gbrp12 => 3 planes 1x1 16/-4 [r16/r16/r16] (g/b/r)
[   0.153][d][vo/gpu/d3d11]   gbrp14be
[   0.153][d][vo/gpu/d3d11]   gbrp14 => 3 planes 1x1 16/-2 [r16/r16/r16] (g/b/r)
[   0.153][d][vo/gpu/d3d11]   yuvj411p => 3 planes 4x1 8/0 [r8/r8/r8] (r/g/b)
[   0.153][d][vo/gpu/d3d11]   bayer_bggr8
[   0.153][d][vo/gpu/d3d11]   bayer_rggb8
[   0.153][d][vo/gpu/d3d11]   bayer_gbrg8
[   0.153][d][vo/gpu/d3d11]   bayer_grbg8
[   0.153][d][vo/gpu/d3d11]   bayer_bggr16
[   0.153][d][vo/gpu/d3d11]   bayer_bggr16be
[   0.153][d][vo/gpu/d3d11]   bayer_rggb16
[   0.153][d][vo/gpu/d3d11]   bayer_rggb16be
[   0.153][d][vo/gpu/d3d11]   bayer_gbrg16
[   0.153][d][vo/gpu/d3d11]   bayer_gbrg16be
[   0.153][d][vo/gpu/d3d11]   bayer_grbg16
[   0.153][d][vo/gpu/d3d11]   bayer_grbg16be
[   0.153][d][vo/gpu/d3d11]   xvmc
[   0.153][d][vo/gpu/d3d11]   yuv440p10 => 3 planes 1x2 16/-6 [r16/r16/r16] (r/g/b)
[   0.153][d][vo/gpu/d3d11]   yuv440p10be
[   0.153][d][vo/gpu/d3d11]   yuv440p12 => 3 planes 1x2 16/-4 [r16/r16/r16] (r/g/b)
[   0.153][d][vo/gpu/d3d11]   yuv440p12be
[   0.153][d][vo/gpu/d3d11]   ayuv64 => 1 planes 1x1 16/0 [rgba16] (argb)
[   0.153][d][vo/gpu/d3d11]   ayuv64be
[   0.153][d][vo/gpu/d3d11]   videotoolbox_vl
[   0.153][d][vo/gpu/d3d11]   p010be
[   0.153][d][vo/gpu/d3d11]   gbrap12be
[   0.153][d][vo/gpu/d3d11]   gbrap12 => 4 planes 1x1 16/-4 [r16/r16/r16/r16] (g/b/r/a)
[   0.153][d][vo/gpu/d3d11]   gbrap10be
[   0.153][d][vo/gpu/d3d11]   gbrap10 => 4 planes 1x1 16/-6 [r16/r16/r16/r16] (g/b/r/a)
[   0.153][d][vo/gpu/d3d11]   mediacodec
[   0.153][d][vo/gpu/d3d11]   gray12be
[   0.153][d][vo/gpu/d3d11]   gray12 => 1 planes 1x1 16/-4 [r16] (r)
[   0.153][d][vo/gpu/d3d11]   gray10be
[   0.153][d][vo/gpu/d3d11]   gray10 => 1 planes 1x1 16/-6 [r16] (r)
[   0.153][d][vo/gpu/d3d11]   p016 => 2 planes 2x2 16/0 [r16/rg16] (r/gb)
[   0.153][d][vo/gpu/d3d11]   p016be
[   0.153][d][vo/gpu/d3d11]   gray9be
[   0.153][d][vo/gpu/d3d11]   gray9 => 1 planes 1x1 16/-7 [r16] (r)
[   0.153][d][vo/gpu/d3d11]   gbrpf32be
[   0.153][d][vo/gpu/d3d11]   gbrpf32 => 3 planes 1x1 32/0 [r32f/r32f/r32f] (g/b/r)
[   0.153][d][vo/gpu/d3d11]   gbrapf32be
[   0.153][d][vo/gpu/d3d11]   gbrapf32 => 4 planes 1x1 32/0 [r32f/r32f/r32f/r32f] (g/b/r/a)
[   0.153][d][vo/gpu/d3d11]   opencl
[   0.153][d][vo/gpu/d3d11]   gray14be
[   0.153][d][vo/gpu/d3d11]   gray14 => 1 planes 1x1 16/-2 [r16] (r)
[   0.153][d][vo/gpu/d3d11]   grayf32be
[   0.153][d][vo/gpu/d3d11]   grayf32 => 1 planes 1x1 32/0 [r32f] (r)
[   0.153][d][vo/gpu/d3d11]   yuva422p12be
[   0.153][d][vo/gpu/d3d11]   yuva422p12 => 4 planes 2x1 16/-4 [r16/r16/r16/r16] (r/g/b/a)
[   0.153][d][vo/gpu/d3d11]   yuva444p12be
[   0.153][d][vo/gpu/d3d11]   yuva444p12 => 4 planes 1x1 16/-4 [r16/r16/r16/r16] (r/g/b/a)
[   0.154][v][vo/gpu] Testing FBO format rgba16hf
[   0.154][d][vo/gpu] Resizing texture: 16x16
[   0.154][v][vo/gpu] Using FBO format rgba16hf.
[   0.154][v][vo/gpu] Querying ICC profile...
[   0.155][v][vo/gpu/win32] DPI detected from the new API: 96
[   0.155][v][vo/gpu/win32] display-fps: 156.000000
[   0.158][v][vo/gpu/win32] color-profile: C:\WINDOWS\system32\spool\drivers\color\sRGB Color Space Profile.icm
[   0.158][v][ifo] Opening C:\WINDOWS\system32\spool\drivers\color\sRGB Color Space Profile.icm
[   0.159][v][ifo_dvdnav] Opening C:\WINDOWS\system32\spool\drivers\color\sRGB Color Space Profile.icm
[   0.159][v][bdmv/bluray] Opening C:\WINDOWS\system32\spool\drivers\color\sRGB Color Space Profile.icm
[   0.159][v][file] Opening C:\WINDOWS\system32\spool\drivers\color\sRGB Color Space Profile.icm
[   0.159][d][file] Stream opened successfully.
[   0.159][v][vo/gpu] Testing FBO format rgba16hf
[   0.159][d][vo/gpu] Resizing texture: 16x16
[   0.160][v][vo/gpu] Using FBO format rgba16hf.
[   0.160][v][vo/gpu] Assuming 156.000000 FPS for display sync.
[   0.160][v][vo/gpu] reconfig to 960x480 yuv444p auto/auto/auto/auto/auto CL=unknown (auto 0.000000/0.000000/0.000000)
[   0.160][d][vo/gpu] screen size: 1920x1040
[   0.160][v][vo/gpu/win32] reset window bounds: 480:280:960:480
[   0.167][d][vo/gpu/win32] move window: 480:280
[   0.167][v][vo/gpu/win32] resize window: 960:480
[   0.173][v][vo/gpu] Resize: 960x480
[   0.173][v][vo/gpu] Window size: 960x480
[   0.173][v][vo/gpu] Video source: 960x480 (1:1)
[   0.173][v][vo/gpu] Video display: (0, 0) 960x480 -> (0, 0) 960x480
[   0.173][v][vo/gpu] Video scale: 1.000000/1.000000
[   0.173][v][vo/gpu] OSD borders: l=0 t=0 r=0 b=0
[   0.173][v][vo/gpu] Video borders: l=0 t=0 r=0 b=0
[   0.173][v][vo/gpu] Reported display depth: 8
[   0.173][v][vo/gpu] Texture for plane 0: 960x480
[   0.174][v][vo/gpu] Texture for plane 1: 960x480
[   0.174][v][vo/gpu] Texture for plane 2: 960x480
[   0.174][v][vo/gpu] Testing FBO format rgba16hf
[   0.174][d][vo/gpu] Resizing texture: 16x16
[   0.175][v][vo/gpu] Using FBO format rgba16hf.
[   0.178][v][vo/gpu] Resize: 960x480
[   0.178][v][vo/gpu] Window size: 960x480
[   0.178][v][vo/gpu] Video source: 960x480 (1:1)
[   0.178][v][vo/gpu] Video display: (0, 0) 960x480 -> (0, 0) 960x480
[   0.178][v][vo/gpu] Video scale: 1.000000/1.000000
[   0.178][v][vo/gpu] OSD borders: l=0 t=0 r=0 b=0
[   0.178][v][vo/gpu] Video borders: l=0 t=0 r=0 b=0
[   0.178][v][vo/gpu] Reported display depth: 8
[   0.178][v][osd/libass] fontselect: (sans-serif, 400, 0) -> ArialMT, 0, ArialMT
[   0.187][d][cplayer] Run command: disable-section, flags=64, args=[showhide]
[   0.190][v][vo/gpu] Reallocating OSD texture to 512x256.
[   0.191][v][vo/gpu] Detected ICC profile contrast: inf
[   0.191][w][vo/gpu] ICC profile detected contrast very high (>100000), falling back to contrast 1000 for sanity. Set the icc-contrast option to silence this warning.
[   0.379][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.382][v][vo/gpu/d3d11] Compiled a vertex shader in 88531us
[   0.382][v][vo/gpu/d3d11] shaderc: 85475us, SPIRV-Cross: 385us, D3DCompile: 2671us
[   0.382][d][vo/gpu/d3d11] GLSL source:
[   0.382][d][vo/gpu/d3d11] [  1] #version 450
[   0.382][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.382][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.382][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.382][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   0.382][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord;
[   0.382][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord;
[   0.382][d][vo/gpu/d3d11] [  8] layout(location=2) in vec4 vertex_ass_color;
[   0.382][d][vo/gpu/d3d11] [  9] layout(location=2) out vec4 ass_color;
[   0.382][d][vo/gpu/d3d11] [ 10] void main() {
[   0.382][d][vo/gpu/d3d11] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   0.382][d][vo/gpu/d3d11] [ 12] texcoord = vertex_texcoord;
[   0.382][d][vo/gpu/d3d11] [ 13] ass_color = vertex_ass_color;
[   0.382][d][vo/gpu/d3d11] [ 14] }
[   0.382][d][vo/gpu/d3d11] HLSL source:
[   0.382][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   0.382][d][vo/gpu/d3d11] [  2] static float2 _18;
[   0.382][d][vo/gpu/d3d11] [  3] static float2 _27;
[   0.382][d][vo/gpu/d3d11] [  4] static float2 _28;
[   0.382][d][vo/gpu/d3d11] [  5] static float4 _30;
[   0.382][d][vo/gpu/d3d11] [  6] static float4 _32;
[   0.382][d][vo/gpu/d3d11] [  7] 
[   0.382][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   0.382][d][vo/gpu/d3d11] [  9] {
[   0.382][d][vo/gpu/d3d11] [ 10]     float2 _18 : TEXCOORD0;
[   0.382][d][vo/gpu/d3d11] [ 11]     float2 _28 : TEXCOORD1;
[   0.382][d][vo/gpu/d3d11] [ 12]     float4 _32 : TEXCOORD2;
[   0.382][d][vo/gpu/d3d11] [ 13] };
[   0.382][d][vo/gpu/d3d11] [ 14] 
[   0.382][d][vo/gpu/d3d11] [ 15] struct SPIRV_Cross_Output
[   0.382][d][vo/gpu/d3d11] [ 16] {
[   0.382][d][vo/gpu/d3d11] [ 17]     float2 _27 : TEXCOORD1;
[   0.382][d][vo/gpu/d3d11] [ 18]     float4 _30 : TEXCOORD2;
[   0.382][d][vo/gpu/d3d11] [ 19]     float4 gl_Position : SV_Position;
[   0.382][d][vo/gpu/d3d11] [ 20] };
[   0.382][d][vo/gpu/d3d11] [ 21] 
[   0.382][d][vo/gpu/d3d11] [ 22] void vert_main()
[   0.382][d][vo/gpu/d3d11] [ 23] {
[   0.382][d][vo/gpu/d3d11] [ 24]     gl_Position = float4(_18, 1.0f, 1.0f);
[   0.382][d][vo/gpu/d3d11] [ 25]     _27 = _28;
[   0.382][d][vo/gpu/d3d11] [ 26]     _30 = _32;
[   0.382][d][vo/gpu/d3d11] [ 27]     gl_Position.y = -gl_Position.y;
[   0.382][d][vo/gpu/d3d11] [ 28] }
[   0.382][d][vo/gpu/d3d11] [ 29] 
[   0.382][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.382][d][vo/gpu/d3d11] [ 31] {
[   0.382][d][vo/gpu/d3d11] [ 32]     _18 = stage_input._18;
[   0.382][d][vo/gpu/d3d11] [ 33]     _28 = stage_input._28;
[   0.382][d][vo/gpu/d3d11] [ 34]     _32 = stage_input._32;
[   0.382][d][vo/gpu/d3d11] [ 35]     vert_main();
[   0.382][d][vo/gpu/d3d11] [ 36]     SPIRV_Cross_Output stage_output;
[   0.382][d][vo/gpu/d3d11] [ 37]     stage_output.gl_Position = gl_Position;
[   0.383][d][vo/gpu/d3d11] [ 38]     stage_output._27 = _27;
[   0.383][d][vo/gpu/d3d11] [ 39]     stage_output._30 = _30;
[   0.383][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   0.383][d][vo/gpu/d3d11] [ 41] }
[   0.389][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   0.399][v][vo/gpu/d3d11] Compiled a fragment shader in 15954us
[   0.399][v][vo/gpu/d3d11] shaderc: 6002us, SPIRV-Cross: 725us, D3DCompile: 9227us
[   0.399][d][vo/gpu/d3d11] GLSL source:
[   0.399][d][vo/gpu/d3d11] [  1] #version 450
[   0.399][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   0.399][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   0.399][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   0.399][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   0.399][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord;
[   0.399][d][vo/gpu/d3d11] [  7] layout(location=2) in vec4 ass_color;
[   0.399][d][vo/gpu/d3d11] [  8] layout(std140, binding=0) uniform UBO {
[   0.399][d][vo/gpu/d3d11] [  9] layout(offset=0) vec3 src_luma;
[   0.399][d][vo/gpu/d3d11] [ 10] layout(offset=16) vec3 dst_luma;
[   0.399][d][vo/gpu/d3d11] [ 11] layout(offset=32) mat3 cms_matrix;
[   0.399][d][vo/gpu/d3d11] [ 12] };
[   0.399][d][vo/gpu/d3d11] [ 13] layout(binding=0) uniform sampler2D osdtex;
[   0.399][d][vo/gpu/d3d11] [ 14] layout(binding=1) uniform sampler3D lut_3d;
[   0.399][d][vo/gpu/d3d11] [ 15] void main() {
[   0.399][d][vo/gpu/d3d11] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   0.399][d][vo/gpu/d3d11] [ 17] color = vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);
[   0.399][d][vo/gpu/d3d11] [ 18] // color mapping
[   0.399][d][vo/gpu/d3d11] [ 19] // linearize
[   0.399][d][vo/gpu/d3d11] [ 20] color.rgb = clamp(color.rgb, 0.0, 1.0);
[   0.399][d][vo/gpu/d3d11] [ 21] color.rgb = mix(color.rgb * vec3(1.0/12.92), pow((color.rgb + vec3(0.055))/vec3(1.055), vec3(2.4)), lessThan(vec3(0.04045), color.rgb));
[   0.399][d][vo/gpu/d3d11] [ 22] color.rgb *= vec3(1.0/1.000000);
[   0.399][d][vo/gpu/d3d11] [ 23] color.rgb *= vec3(1.000000);
[   0.399][d][vo/gpu/d3d11] [ 24] color.rgb = cms_matrix * color.rgb;
[   0.399][d][vo/gpu/d3d11] [ 25] color.rgb *= vec3(1.000000);
[   0.399][d][vo/gpu/d3d11] [ 26] // delinearize
[   0.399][d][vo/gpu/d3d11] [ 27] color.rgb = clamp(color.rgb, 0.0, 1.0);
[   0.399][d][vo/gpu/d3d11] [ 28] color.rgb *= vec3(1.000000);
[   0.399][d][vo/gpu/d3d11] [ 29] color.rgb = pow(color.rgb, vec3(1.0/2.4));
[   0.399][d][vo/gpu/d3d11] [ 30] vec3 cpos;
[   0.399][d][vo/gpu/d3d11] [ 31] cpos[0] = LUT_POS(color[0], 64.0);
[   0.399][d][vo/gpu/d3d11] [ 32] cpos[1] = LUT_POS(color[1], 64.0);
[   0.399][d][vo/gpu/d3d11] [ 33] cpos[2] = LUT_POS(color[2], 64.0);
[   0.399][d][vo/gpu/d3d11] [ 34] color.rgb = tex3D(lut_3d, cpos).rgb;
[   0.399][d][vo/gpu/d3d11] [ 35] out_color = color;
[   0.399][d][vo/gpu/d3d11] [ 36] }
[   0.399][d][vo/gpu/d3d11] HLSL source:
[   0.399][d][vo/gpu/d3d11] [  1] cbuffer _85_87 : register(b0)
[   0.399][d][vo/gpu/d3d11] [  2] {
[   0.399][d][vo/gpu/d3d11] [  3]     float3 _87_m0 : packoffset(c0);
[   0.399][d][vo/gpu/d3d11] [  4]     float3 _87_m1 : packoffset(c1);
[   0.399][d][vo/gpu/d3d11] [  5]     row_major float3x3 _87_m2 : packoffset(c2);
[   0.399][d][vo/gpu/d3d11] [  6] };
[   0.399][d][vo/gpu/d3d11] [  7] 
[   0.399][d][vo/gpu/d3d11] [  8] Texture2D<float4> _26 : register(t0);
[   0.399][d][vo/gpu/d3d11] [  9] SamplerState __26_sampler : register(s0);
[   0.399][d][vo/gpu/d3d11] [ 10] Texture3D<float4> _144 : register(t1);
[   0.399][d][vo/gpu/d3d11] [ 11] SamplerState __144_sampler : register(s1);
[   0.399][d][vo/gpu/d3d11] [ 12] 
[   0.399][d][vo/gpu/d3d11] [ 13] static float4 _14;
[   0.399][d][vo/gpu/d3d11] [ 14] static float2 _30;
[   0.399][d][vo/gpu/d3d11] [ 15] static float4 _152;
[   0.399][d][vo/gpu/d3d11] [ 16] 
[   0.399][d][vo/gpu/d3d11] [ 17] struct SPIRV_Cross_Input
[   0.399][d][vo/gpu/d3d11] [ 18] {
[   0.399][d][vo/gpu/d3d11] [ 19]     float2 _30 : TEXCOORD1;
[   0.399][d][vo/gpu/d3d11] [ 20]     float4 _14 : TEXCOORD2;
[   0.399][d][vo/gpu/d3d11] [ 21] };
[   0.399][d][vo/gpu/d3d11] [ 22] 
[   0.399][d][vo/gpu/d3d11] [ 23] struct SPIRV_Cross_Output
[   0.399][d][vo/gpu/d3d11] [ 24] {
[   0.399][d][vo/gpu/d3d11] [ 25]     float4 _152 : SV_Target0;
[   0.399][d][vo/gpu/d3d11] [ 26] };
[   0.399][d][vo/gpu/d3d11] [ 27] 
[   0.399][d][vo/gpu/d3d11] [ 28] float3 _163;
[   0.399][d][vo/gpu/d3d11] [ 29] 
[   0.399][d][vo/gpu/d3d11] [ 30] void frag_main()
[   0.399][d][vo/gpu/d3d11] [ 31] {
[   0.399][d][vo/gpu/d3d11] [ 32]     float4 _39 = float4(_14.xyz, _14.w * _26.Sample(__26_sampler, _30).x);
[   0.399][d][vo/gpu/d3d11] [ 33]     float3 _48 = clamp(_39.xyz, 0.0f.xxx, 1.0f.xxx).xyz;
[   0.399][d][vo/gpu/d3d11] [ 34]     float3 _51 = _48 * 0.077399380505084991455078125f.xxx;
[   0.399][d][vo/gpu/d3d11] [ 35]     float3 _62 = pow((_48 + 0.054999999701976776123046875f.xxx) * 0.947867333889007568359375f.xxx, 2.400000095367431640625f.xxx);
[   0.399][d][vo/gpu/d3d11] [ 36]     bool3 _69 = bool3(0.040449999272823333740234375f.xxx.x < _48.x, 0.040449999272823333740234375f.xxx.y < _48.y, 0.040449999272823333740234375f.xxx.z < _48.z);
[   0.399][d][vo/gpu/d3d11] [ 37]     float3 _119 = pow(clamp(mul(float3(_69.x ? _62.x : _51.x, _69.y ? _62.y : _51.y, _69.z ? _62.z : _51.z).xyz, _87_m2).xyz, 0.0f.xxx, 1.0f.xxx).xyz, 0.4166666567325592041015625f.xxx);
[   0.399][d][vo/gpu/d3d11] [ 38]     float3 _156 = _163;
[   0.399][d][vo/gpu/d3d11] [ 39]     _156.x = lerp(0.0078125f, 0.9921875f, _119.x);
[   0.399][d][vo/gpu/d3d11] [ 40]     float3 _159 = _156;
[   0.399][d][vo/gpu/d3d11] [ 41]     _159.y = lerp(0.0078125f, 0.9921875f, _119.y);
[   0.399][d][vo/gpu/d3d11] [ 42]     float3 _162 = _159;
[   0.399][d][vo/gpu/d3d11] [ 43]     _162.z = lerp(0.0078125f, 0.9921875f, _119.z);
[   0.399][d][vo/gpu/d3d11] [ 44]     float4 _147 = _144.Sample(__144_sampler, _162);
[   0.399][d][vo/gpu/d3d11] [ 45]     _152 = float4(_147.x, _147.y, _147.z, _39.w);
[   0.399][d][vo/gpu/d3d11] [ 46] }
[   0.399][d][vo/gpu/d3d11] [ 47] 
[   0.399][d][vo/gpu/d3d11] [ 48] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   0.399][d][vo/gpu/d3d11] [ 49] {
[   0.399][d][vo/gpu/d3d11] [ 50]     _14 = stage_input._14;
[   0.399][d][vo/gpu/d3d11] [ 51]     _30 = stage_input._30;
[   0.399][d][vo/gpu/d3d11] [ 52]     frag_main();
[   0.399][d][vo/gpu/d3d11] [ 53]     SPIRV_Cross_Output stage_output;
[   0.399][d][vo/gpu/d3d11] [ 54]     stage_output._152 = _152;
[   0.399][d][vo/gpu/d3d11] [ 55]     return stage_output;
[   0.399][d][vo/gpu/d3d11] [ 56] }
[   2.382][v][vo/gpu/win32/droptarget] received dropped file: F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].mkv
[   2.382][d][cplayer] Run command: loadfile, flags=65, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].mkv, replace, ]
[   2.383][i][cplayer] Playing: F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].mkv
[   2.383][v][cplayer] Running hook: ytdl_hook/on_load
[   2.383][v][ytdl_hook] ytdl:// hook 
[   2.383][v][ytdl_hook] not a ytdl:// url 
[   2.383][d][osc] osc_init 
[   2.383][d][cplayer] Run command: enable-section, flags=64, args=[showhide, allow-hide-cursor+allow-vo-dragging]
[   2.383][v][ifo] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].mkv
[   2.383][v][ifo_dvdnav] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].mkv
[   2.383][v][bdmv/bluray] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].mkv
[   2.384][v][file] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].mkv
[   2.384][d][file] Stream opened successfully.
[   2.384][v][demux] Trying demuxers for level=normal.
[   2.384][d][demux] Trying demuxer: disc (force-level: normal)
[   2.384][d][demux] Trying demuxer: edl (force-level: normal)
[   2.384][d][demux] Trying demuxer: cue (force-level: normal)
[   2.384][d][demux] Trying demuxer: rawaudio (force-level: normal)
[   2.384][d][demux] Trying demuxer: rawvideo (force-level: normal)
[   2.384][d][demux] Trying demuxer: mkv (force-level: normal)
[   2.384][v][mkv] Found the head...
[   2.384][v][mkv] + a segment...
[   2.384][v][mkv] Parsing seek head...
[   2.384][v][mkv] |+ segment information...
[   2.384][d][mkv] float 1422045.000000
[   2.384][v][mkv] | + muxing app: libebml v1.3.7 + libmatroska v1.5.0
[   2.384][v][mkv] | + writing app: mkvmerge v32.0.0 ('Astral Progressions') 64-bit
[   2.384][v][mkv] | + timecode scale: 1000000
[   2.384][v][mkv] | + duration: 1422.045s
[   2.384][v][mkv] | + segment uid 62 18 42 c0 64 a9 5c f8 71 71 b3 e3 05 1e 69 82
[   2.384][v][mkv] |+ segment tracks...
[   2.384][d][mkv] float 48000.000000
[   2.384][v][mkv] | + a track...
[   2.384][v][mkv] |  + Track number: 1
[   2.384][v][mkv] |  + Track type: Video
[   2.384][v][mkv] |  + Video track
[   2.384][v][mkv] |   + Display width: 1920
[   2.384][v][mkv] |   + Display height: 1080
[   2.384][v][mkv] |   + Pixel width: 1920
[   2.384][v][mkv] |   + Pixel height: 1080
[   2.384][v][mkv] |  + Codec ID: V_MPEGH/ISO/HEVC
[   2.384][v][mkv] |  + CodecPrivate, length 2202
[   2.384][v][mkv] |  + Language: und
[   2.384][v][mkv] |  + Default duration: 41.708ms ( = 23.976 fps)
[   2.384][v][mkv] | + a track...
[   2.384][v][mkv] |  + Track number: 2
[   2.384][v][mkv] |  + Track type: Audio
[   2.384][v][mkv] |  + Audio track
[   2.384][v][mkv] |   + Sampling frequency: 48000.000000
[   2.384][v][mkv] |   + Bit depth: 24
[   2.384][v][mkv] |   + Channels: 2
[   2.384][v][mkv] |  + Codec ID: A_FLAC
[   2.384][v][mkv] |  + CodecPrivate, length 113
[   2.384][v][mkv] |  + Language: jpn
[   2.384][v][mkv] |  + Default duration: 85.333ms ( = 11.719 fps)
[   2.384][v][mkv] Parsing chapters...
[   2.384][v][mkv] New edition 0
[   2.384][v][mkv] Default edition flag: 0
[   2.384][v][mkv] Chapter 0 from 00:00:00.000 to 00:00:00.000, Chapter 01
[   2.384][v][mkv] Chapter 1 from 00:00:41.41000000 to 00:00:00.000, Chapter 02
[   2.384][v][mkv] Chapter 2 from 00:02:11.6000000 to 00:00:00.000, Chapter 03
[   2.384][v][mkv] Chapter 3 from 00:12:09.20000000 to 00:00:00.000, Chapter 04
[   2.384][v][mkv] Chapter 4 from 00:21:06.682000000 to 00:00:00.000, Chapter 05
[   2.384][v][mkv] Chapter 5 from 00:23:30.993000000 to 00:00:00.000, Chapter 06
[   2.384][v][mkv] |+ found cluster
[   2.384][v][mkv] Seeking to 1042938088 to read header element 0x1c53bb6b.
[   2.384][v][mkv] Parsing cues...
[   2.384][v][mkv] Seeking to 1042945033 to read header element 0x1254c367.
[   2.384][v][mkv] All headers are parsed!
[   2.384][v][demux] Detected file format: Matroska
[   2.384][v][cplayer] Opening done: F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].mkv
[   2.385][v][find_files] Loading external files in F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\
[   2.385][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [01][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.385][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [01][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.385][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [02][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.385][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [02][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.385][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [03][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.385][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [03][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.385][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [04][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.385][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [04][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [05][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [05][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [06][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [06][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [07][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [07][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [08][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [08][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [09][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [09][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.386][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [10][Ma10p_1080p][x265_flac].mkv 
[   2.386][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [09][Ma10p_1080p][x265_flac].mkv 
[   2.386][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [08][Ma10p_1080p][x265_flac].mkv 
[   2.386][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [07][Ma10p_1080p][x265_flac].mkv 
[   2.386][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [06][Ma10p_1080p][x265_flac].mkv 
[   2.386][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [05][Ma10p_1080p][x265_flac].mkv 
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [10][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [10][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.386][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].sc.ass"  Priority: 3
[   2.387][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [04][Ma10p_1080p][x265_flac].mkv 
[   2.387][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [03][Ma10p_1080p][x265_flac].mkv 
[   2.387][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].tc.ass"  Priority: 3
[   2.387][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [02][Ma10p_1080p][x265_flac].mkv 
[   2.387][i][autoload] Prepending [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [01][Ma10p_1080p][x265_flac].mkv 
[   2.387][i][autoload] Adding [Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [12][Ma10p_1080p][x265_flac].mkv 
[   2.387][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [12][Ma10p_1080p][x265_flac].sc.ass"  Priority: 0
[   2.387][d][find_files] Potential external file: "[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [12][Ma10p_1080p][x265_flac].tc.ass"  Priority: 0
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [12][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][v][ifo] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].sc.ass
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[1, 1]
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [01][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[2, 0]
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [02][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][v][ifo_dvdnav] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].sc.ass
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[3, 1]
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [03][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[4, 2]
[   2.387][v][bdmv/bluray] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].sc.ass
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [04][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[5, 3]
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [05][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[6, 4]
[   2.387][v][file] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].sc.ass
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [06][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][d][file] Stream opened successfully.
[   2.387][v][demux] Trying demuxers for level=normal.
[   2.387][d][demux] Trying demuxer: disc (force-level: normal)
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[7, 5]
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [07][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][d][demux] Trying demuxer: edl (force-level: normal)
[   2.387][d][demux] Trying demuxer: cue (force-level: normal)
[   2.387][d][demux] Trying demuxer: rawaudio (force-level: normal)
[   2.387][d][demux] Trying demuxer: rawvideo (force-level: normal)
[   2.387][d][demux] Trying demuxer: mkv (force-level: normal)
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[8, 6]
[   2.387][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [08][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.387][d][cplayer] Run command: playlist-move, flags=64, args=[9, 7]
[   2.388][d][demux] Trying demuxer: libarchive (force-level: normal)
[   2.388][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [09][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.388][d][cplayer] Run command: playlist-move, flags=64, args=[10, 8]
[   2.388][d][cplayer] Run command: loadfile, flags=64, args=[F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [10][Ma10p_1080p][x265_flac].mkv, append, ]
[   2.388][d][cplayer] Run command: playlist-move, flags=64, args=[11, 9]
[   2.388][d][demux] Trying demuxer: rar (force-level: normal)
[   2.388][d][demux] Trying demuxer: lavf (force-level: normal)
[   2.389][v][lavf] Found 'ass' at score=100 size=2048.
[   2.389][v][lavf] Data has a BOM, assuming utf-8 as charset.
[   2.392][v][lavf] avformat_find_stream_info() finished after 39236 bytes.
[   2.392][v][demux] Detected file format: ass (libavformat)
[   2.392][v][lavf] assuming demuxer read all data; closing stream
[   2.392][v][ifo] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].tc.ass
[   2.392][v][ifo_dvdnav] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].tc.ass
[   2.392][v][bdmv/bluray] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].tc.ass
[   2.392][v][file] Opening F:\BTDownload\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [Ma10p_1080p]\[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].tc.ass
[   2.392][d][file] Stream opened successfully.
[   2.393][v][demux] Trying demuxers for level=normal.
[   2.393][d][demux] Trying demuxer: disc (force-level: normal)
[   2.393][d][demux] Trying demuxer: edl (force-level: normal)
[   2.393][d][demux] Trying demuxer: cue (force-level: normal)
[   2.393][d][demux] Trying demuxer: rawaudio (force-level: normal)
[   2.393][d][demux] Trying demuxer: rawvideo (force-level: normal)
[   2.393][d][demux] Trying demuxer: mkv (force-level: normal)
[   2.393][d][demux] Trying demuxer: libarchive (force-level: normal)
[   2.393][d][demux] Trying demuxer: rar (force-level: normal)
[   2.393][d][demux] Trying demuxer: lavf (force-level: normal)
[   2.394][v][lavf] Found 'ass' at score=100 size=2048.
[   2.394][v][lavf] Data has a BOM, assuming utf-8 as charset.
[   2.395][v][lavf] avformat_find_stream_info() finished after 39277 bytes.
[   2.395][v][demux] Detected file format: ass (libavformat)
[   2.395][v][lavf] assuming demuxer read all data; closing stream
[   2.395][v][cplayer] Running hook: ytdl_hook/on_preloaded
[   2.395][v][mkv] select track 0
[   2.395][v][mkv] select track 1
[   2.395][v][lavf] select track 0
[   2.395][i][cplayer]  (+) Video --vid=1 (*) (hevc 1920x1080 23.976fps)
[   2.395][i][cplayer]  (+) Audio --aid=1 --alang=jpn (*) (flac 2ch 48000Hz)
[   2.396][i][cplayer]  (+) Subs  --sid=1 --slang=sc '[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].sc.ass' (ass) (external)
[   2.396][i][cplayer]      Subs  --sid=2 --slang=tc '[Nekomoe kissaten&YUI-7&VCB-Studio] Comic Girls [11][Ma10p_1080p][x265_flac].tc.ass' (ass) (external)
[   2.396][v][vd] Container reported FPS: 23.976025
[   2.396][v][vd] Codec list:
[   2.396][v][vd]     hevc - HEVC (High Efficiency Video Coding)
[   2.396][v][vd]     hevc_qsv (hevc) - HEVC (Intel Quick Sync Video acceleration)
[   2.396][v][vd]     hevc_cuvid (hevc) - Nvidia CUVID HEVC decoder
[   2.396][v][vd] Opening decoder hevc
[   2.396][v][vd] Looking at hwdec hevc-d3d11va-copy...
[   2.415][v][vd] Trying hardware decoding via hevc-d3d11va-copy.
[   2.415][v][vd] Selected codec: hevc (HEVC (High Efficiency Video Coding))
[   2.415][v][vf] User filter list:
[   2.415][v][vf]   (empty)
[   2.415][v][ad] Codec list:
[   2.415][v][ad]     flac - FLAC (Free Lossless Audio Codec)
[   2.415][v][ad] Opening decoder flac
[   2.415][v][ad] Requesting 1 threads for decoding.
[   2.415][v][ad] Selected codec: flac (FLAC (Free Lossless Audio Codec))
[   2.415][v][af] User filter list:
[   2.415][v][af]   (empty)
[   2.417][v][sub/ass] Shaper: FriBidi 1.0.5 (SIMPLE) HarfBuzz-ng 2.4.0 (COMPLEX)
[   2.417][v][sub/ass] Setting up fonts...
[   2.422][v][sub/ass] Using font provider directwrite
[   2.422][v][sub/ass] Done.
[   2.422][v][cplayer] Starting playback...
[   2.422][v][af] [in] 48000Hz stereo 2ch s32
[   2.422][v][af] [userspeed] 48000Hz stereo 2ch s32
[   2.422][v][af] [userspeed] (disabled)
[   2.422][v][af] [convert] 48000Hz stereo 2ch s32
[   2.423][v][vd] Pixel formats supported by decoder: dxva2_vld d3d11va_vld d3d11 cuda yuv420p10le
[   2.423][v][vd] Codec profile: Main 10 (0x2)
[   2.423][v][vd] Requesting pixfmt 'd3d11' from decoder.
[   2.424][d][ffmpeg/video] hevc: Decoder GUIDs reported as supported:
[   2.424][d][ffmpeg/video] hevc: {86695f12-340e-4f04-9fd3-9253dd327460} 103 106
[   2.424][d][ffmpeg/video] hevc: {ee27417f-5e28-4e65-beea-1d26b508adc9} 103 106
[   2.424][d][ffmpeg/video] hevc: {6f3ec719-3735-42cc-8063-65cc3cb36616} 103 106
[   2.424][d][ffmpeg/video] hevc: {1b81bea4-a0c7-11d3-b984-00c04f2e73c5} 103 106
[   2.425][d][ffmpeg/video] hevc: {1b81bea3-a0c7-11d3-b984-00c04f2e73c5} 103 106
[   2.425][d][ffmpeg/video] hevc: {32fcfe3f-de46-4a49-861b-ac71110649d5} 103 106
[   2.425][d][ffmpeg/video] hevc: {d79be8da-0cf1-4c81-b82a-69a4e236f43d} 103 106
[   2.425][d][ffmpeg/video] hevc: {f9aaccbb-c2b6-4cfc-8779-5707b1760552} 103 106
[   2.425][d][ffmpeg/video] hevc: {1b81be68-a0c7-11d3-b984-00c04f2e73c5} 103 106
[   2.425][d][ffmpeg/video] hevc: {5b11d51b-2f4c-4452-bcc3-09f2a1160cc0} 103 106
[   2.425][d][ffmpeg/video] hevc: {107af0e0-ef1a-4d19-aba8-67a163073d13} 103 104 106
[   2.425][d][ffmpeg/video] hevc: {20bb8b0a-97aa-4571-8e99-64e60606c1a6} 103 104 106
[   2.426][d][ffmpeg/video] hevc: {15df9b21-06c4-47f1-841e-a67c97d7f312} 103 106
[   2.426][d][ffmpeg/video] hevc: {efd64d74-c9e8-41d7-a5e9-e9b0e39fa319} 103 106
[   2.426][d][ffmpeg/video] hevc: {ed418a9f-010d-4eda-9ae3-9a65358d8d2e} 103 106
[   2.426][d][ffmpeg/video] hevc: {9947ec6f-689b-11dc-a320-0019dbbc4184} 103 106
[   2.426][d][ffmpeg/video] hevc: {33fcfe41-de46-4a49-861b-ac71110649d5} 103 106 107
[   2.426][d][ffmpeg/video] hevc: {463707f8-a1d0-4585-876d-83aa6d60b89e} 103 106
[   2.426][d][ffmpeg/video] hevc: {6affd11e-1d96-42b1-a215-93a31f09a53d} 103 106
[   2.426][d][ffmpeg/video] hevc: {914c84a3-4078-4fa9-984c-e2f262cb5c9c} 103 106
[   2.468][i][vd] Using hardware decoding (d3d11va-copy).
[   2.468][v][vd] Decoder format: 1920x1080 [0:1] p010 bt.709/auto/auto/limited/auto CL=unknown (auto 0.000000/0.000000/0.000000)
[   2.468][v][vd] Using container aspect ratio.
[   2.468][v][vf] [in] 1920x1080 p010 bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   2.469][v][vf] [userdeint] 1920x1080 p010 bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   2.469][v][vf] [userdeint] (disabled)
[   2.469][v][vf] [autorotate] 1920x1080 p010 bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   2.469][v][vf] [autorotate] (disabled)
[   2.469][v][vf] [convert] 1920x1080 p010 bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   2.469][v][vf] [convert] (disabled)
[   2.469][v][vf] [out] 1920x1080 p010 bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   2.469][v][ao] Trying audio driver 'openal'
[   2.469][v][ao/openal] requested format: 48000 Hz, stereo channels, s32
[   2.590][v][ao/openal] device buffer: 32768 samples.
[   2.590][v][ao/openal] using soft-buffer of 32768 samples.
[   2.590][i][cplayer] AO: [openal] 48000Hz stereo 2ch float
[   2.590][v][cplayer] AO: Description: OpenAL audio output
[   2.591][i][cplayer] VO: [gpu] 1920x1080 p010
[   2.591][v][cplayer] VO: Description: Shader-based GPU Renderer
[   2.591][v][vo/gpu] reconfig to 1920x1080 p010 bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   2.591][d][vo/gpu] screen size: 1920x1040
[   2.591][v][vo/gpu/win32] reset window bounds: 0:-20:1920:1080
[   2.593][v][vo/gpu/win32] adjusted window bounds: 71:20:1779:1001
[   2.595][d][vo/gpu/win32] move window: 71:20
[   2.595][v][vo/gpu/win32] resize window: 1779:1001
[   2.596][v][vo/gpu] Resize: 1920x1080
[   2.596][v][vo/gpu] Window size: 1920x1080
[   2.596][v][vo/gpu] Video source: 1920x1080 (1:1)
[   2.596][v][vo/gpu] Video display: (0, 0) 1920x1080 -> (0, 0) 1920x1080
[   2.596][v][vo/gpu] Video scale: 1.000000/1.000000
[   2.596][v][vo/gpu] OSD borders: l=0 t=0 r=0 b=0
[   2.596][v][vo/gpu] Video borders: l=0 t=0 r=0 b=0
[   2.596][v][vo/gpu] Reported display depth: 8
[   2.596][v][vo/gpu] Texture for plane 0: 1920x1080
[   2.597][v][vo/gpu] Texture for plane 1: 960x540
[   2.597][v][vo/gpu] Testing FBO format rgba16hf
[   2.597][d][vo/gpu] Resizing texture: 16x16
[   2.597][v][vo/gpu] Using FBO format rgba16hf.
[   2.597][v][lavf] queuing seek to 0.000000
[   2.597][v][lavf] execute seek (to 0.000000 flags 0)
[   2.597][v][lavf] seek done
[   2.597][d][lavf] reading packet for sub
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[   2.598][v][vo/gpu] Resize: 1779x1001
[   2.598][v][vo/gpu] Window size: 1779x1001
[   2.598][v][vo/gpu] Video source: 1920x1080 (1:1)
[   2.598][v][vo/gpu] Video display: (0, 0) 1920x1080 -> (0, 0) 1779x1001
[   2.598][v][vo/gpu] Video scale: 0.926562/0.926852
[   2.598][v][vo/gpu] OSD borders: l=0 t=0 r=0 b=0
[   2.598][v][vo/gpu] Video borders: l=0 t=0 r=0 b=0
[   2.598][v][vo/gpu] Reported display depth: 8
[   2.598][d][lavf] reading packet for sub
[   2.598][d][lavf] reading packet for sub
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[   2.598][d][lavf] reading packet for sub
[   2.598][d][lavf] reading packet for sub
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[   2.598][d][lavf] reading packet for sub
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[   2.598][d][lavf] reading packet for sub
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[   2.599][d][lavf] reading packet for sub
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[   2.605][d][vo/gpu] Resizing texture: 1920x1080
[   2.607][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.609][v][vo/gpu/d3d11] Compiled a vertex shader in 3794us
[   2.609][v][vo/gpu/d3d11] shaderc: 2120us, SPIRV-Cross: 94us, D3DCompile: 1580us
[   2.609][d][vo/gpu/d3d11] GLSL source:
[   2.609][d][vo/gpu/d3d11] [  1] #version 450
[   2.609][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.609][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.609][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.609][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.609][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   2.609][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   2.609][d][vo/gpu/d3d11] [  8] void main() {
[   2.609][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.609][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   2.609][d][vo/gpu/d3d11] [ 11] }
[   2.609][d][vo/gpu/d3d11] HLSL source:
[   2.609][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.609][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.609][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.609][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.609][d][vo/gpu/d3d11] [  5] 
[   2.609][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   2.609][d][vo/gpu/d3d11] [  7] {
[   2.609][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   2.609][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   2.609][d][vo/gpu/d3d11] [ 10] };
[   2.609][d][vo/gpu/d3d11] [ 11] 
[   2.609][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   2.609][d][vo/gpu/d3d11] [ 13] {
[   2.609][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   2.609][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   2.609][d][vo/gpu/d3d11] [ 16] };
[   2.609][d][vo/gpu/d3d11] [ 17] 
[   2.609][d][vo/gpu/d3d11] [ 18] void vert_main()
[   2.609][d][vo/gpu/d3d11] [ 19] {
[   2.609][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.609][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   2.609][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   2.609][d][vo/gpu/d3d11] [ 23] }
[   2.609][d][vo/gpu/d3d11] [ 24] 
[   2.609][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.609][d][vo/gpu/d3d11] [ 26] {
[   2.609][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   2.609][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   2.609][d][vo/gpu/d3d11] [ 29]     vert_main();
[   2.609][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   2.609][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   2.609][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   2.609][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   2.609][d][vo/gpu/d3d11] [ 34] }
[   2.617][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.633][v][vo/gpu/d3d11] Compiled a fragment shader in 23909us
[   2.633][v][vo/gpu/d3d11] shaderc: 7848us, SPIRV-Cross: 949us, D3DCompile: 15112us
[   2.633][d][vo/gpu/d3d11] GLSL source:
[   2.633][d][vo/gpu/d3d11] [  1] #version 450
[   2.633][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.633][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.633][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.633][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.633][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   2.633][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   2.633][d][vo/gpu/d3d11] [  8] layout(offset=0) float random;
[   2.633][d][vo/gpu/d3d11] [  9] layout(offset=8) vec2 texture_size0;
[   2.633][d][vo/gpu/d3d11] [ 10] layout(offset=16) mat2 texture_rot0;
[   2.633][d][vo/gpu/d3d11] [ 11] layout(offset=48) vec2 texture_off0;
[   2.633][d][vo/gpu/d3d11] [ 12] layout(offset=56) vec2 pixel_size0;
[   2.633][d][vo/gpu/d3d11] [ 13] };
[   2.633][d][vo/gpu/d3d11] [ 14] layout(binding=0) uniform sampler2D texture0;
[   2.633][d][vo/gpu/d3d11] [ 15] #define HOOKED_raw texture0
[   2.633][d][vo/gpu/d3d11] [ 16] #define HOOKED_pos texcoord0
[   2.633][d][vo/gpu/d3d11] [ 17] #define HOOKED_size texture_size0
[   2.633][d][vo/gpu/d3d11] [ 18] #define HOOKED_rot texture_rot0
[   2.633][d][vo/gpu/d3d11] [ 19] #define HOOKED_pt pixel_size0
[   2.633][d][vo/gpu/d3d11] [ 20] #define HOOKED_map texmap0
[   2.633][d][vo/gpu/d3d11] [ 21] #define HOOKED_mul 1.003906
[   2.633][d][vo/gpu/d3d11] [ 22] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[   2.633][d][vo/gpu/d3d11] [ 23] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[   2.633][d][vo/gpu/d3d11] [ 24] #define LUMA_raw texture0
[   2.633][d][vo/gpu/d3d11] [ 25] #define LUMA_pos texcoord0
[   2.633][d][vo/gpu/d3d11] [ 26] #define LUMA_size texture_size0
[   2.633][d][vo/gpu/d3d11] [ 27] #define LUMA_rot texture_rot0
[   2.633][d][vo/gpu/d3d11] [ 28] #define LUMA_pt pixel_size0
[   2.633][d][vo/gpu/d3d11] [ 29] #define LUMA_map texmap0
[   2.633][d][vo/gpu/d3d11] [ 30] #define LUMA_mul 1.003906
[   2.633][d][vo/gpu/d3d11] [ 31] #define LUMA_tex(pos) (LUMA_mul * vec4(texture(LUMA_raw, pos)).rgba)
[   2.633][d][vo/gpu/d3d11] [ 32] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off))
[   2.633][d][vo/gpu/d3d11] [ 33] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[   2.633][d][vo/gpu/d3d11] [ 34] float permute(float x) {
[   2.633][d][vo/gpu/d3d11] [ 35] return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );
[   2.633][d][vo/gpu/d3d11] [ 36] }
[   2.633][d][vo/gpu/d3d11] [ 37] float rand(float x) { return fract(x * 1.0/41.0); }
[   2.633][d][vo/gpu/d3d11] [ 38] vec4 average(float range, inout float h) {
[   2.633][d][vo/gpu/d3d11] [ 39] float dist = rand(h) * range; h = permute(h);
[   2.633][d][vo/gpu/d3d11] [ 40] float dir = rand(h) * 6.2831853; h = permute(h);
[   2.633][d][vo/gpu/d3d11] [ 41] vec2 o = dist * vec2(cos(dir), sin(dir));
[   2.633][d][vo/gpu/d3d11] [ 42] vec4 ref[4];
[   2.633][d][vo/gpu/d3d11] [ 43] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[   2.633][d][vo/gpu/d3d11] [ 44] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[   2.634][d][vo/gpu/d3d11] [ 45] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[   2.634][d][vo/gpu/d3d11] [ 46] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[   2.634][d][vo/gpu/d3d11] [ 47] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;
[   2.634][d][vo/gpu/d3d11] [ 48] }
[   2.634][d][vo/gpu/d3d11] [ 49] void main() {
[   2.634][d][vo/gpu/d3d11] [ 50] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.634][d][vo/gpu/d3d11] [ 51] {
[   2.634][d][vo/gpu/d3d11] [ 52] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[   2.634][d][vo/gpu/d3d11] [ 53] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[   2.634][d][vo/gpu/d3d11] [ 54] color = HOOKED_tex(HOOKED_pos);
[   2.634][d][vo/gpu/d3d11] [ 55] vec4 avg, diff;
[   2.634][d][vo/gpu/d3d11] [ 56] avg = average(16.000000, h);
[   2.634][d][vo/gpu/d3d11] [ 57] diff = abs(color - avg);
[   2.634][d][vo/gpu/d3d11] [ 58] color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
[   2.634][d][vo/gpu/d3d11] [ 59] vec3 noise;
[   2.634][d][vo/gpu/d3d11] [ 60] noise.x = rand(h); h = permute(h);
[   2.634][d][vo/gpu/d3d11] [ 61] noise.y = rand(h); h = permute(h);
[   2.634][d][vo/gpu/d3d11] [ 62] noise.z = rand(h); h = permute(h);
[   2.634][d][vo/gpu/d3d11] [ 63] color.xyz += 0.005859 * (noise - vec3(0.5));
[   2.634][d][vo/gpu/d3d11] [ 64] }
[   2.634][d][vo/gpu/d3d11] [ 65] color.g = 0.000000;
[   2.634][d][vo/gpu/d3d11] [ 66] color.b = 0.000000;
[   2.634][d][vo/gpu/d3d11] [ 67] color.a = 1.000000;
[   2.634][d][vo/gpu/d3d11] [ 68] out_color = color;
[   2.634][d][vo/gpu/d3d11] [ 69] }
[   2.634][d][vo/gpu/d3d11] HLSL source:
[   2.634][d][vo/gpu/d3d11] [  1] cbuffer _101_103 : register(b0)
[   2.634][d][vo/gpu/d3d11] [  2] {
[   2.634][d][vo/gpu/d3d11] [  3]     float _103_m0 : packoffset(c0);
[   2.634][d][vo/gpu/d3d11] [  4]     float2 _103_m1 : packoffset(c0.z);
[   2.634][d][vo/gpu/d3d11] [  5]     row_major float2x2 _103_m2 : packoffset(c1);
[   2.634][d][vo/gpu/d3d11] [  6]     float2 _103_m3 : packoffset(c3);
[   2.634][d][vo/gpu/d3d11] [  7]     float2 _103_m4 : packoffset(c3.z);
[   2.634][d][vo/gpu/d3d11] [  8] };
[   2.634][d][vo/gpu/d3d11] [  9] 
[   2.634][d][vo/gpu/d3d11] [ 10] Texture2D<float4> _95 : register(t0);
[   2.634][d][vo/gpu/d3d11] [ 11] SamplerState __95_sampler : register(s0);
[   2.634][d][vo/gpu/d3d11] [ 12] 
[   2.634][d][vo/gpu/d3d11] [ 13] static float2 _98;
[   2.634][d][vo/gpu/d3d11] [ 14] static float4 _316;
[   2.634][d][vo/gpu/d3d11] [ 15] 
[   2.634][d][vo/gpu/d3d11] [ 16] struct SPIRV_Cross_Input
[   2.634][d][vo/gpu/d3d11] [ 17] {
[   2.634][d][vo/gpu/d3d11] [ 18]     float2 _98 : TEXCOORD1;
[   2.634][d][vo/gpu/d3d11] [ 19] };
[   2.634][d][vo/gpu/d3d11] [ 20] 
[   2.634][d][vo/gpu/d3d11] [ 21] struct SPIRV_Cross_Output
[   2.634][d][vo/gpu/d3d11] [ 22] {
[   2.634][d][vo/gpu/d3d11] [ 23]     float4 _316 : SV_Target0;
[   2.634][d][vo/gpu/d3d11] [ 24] };
[   2.634][d][vo/gpu/d3d11] [ 25] 
[   2.634][d][vo/gpu/d3d11] [ 26] float3 _728;
[   2.634][d][vo/gpu/d3d11] [ 27] 
[   2.634][d][vo/gpu/d3d11] [ 28] void frag_main()
[   2.634][d][vo/gpu/d3d11] [ 29] {
[   2.634][d][vo/gpu/d3d11] [ 30]     float3 _231 = float3(_98, _103_m0) + 1.0f.xxx;
[   2.634][d][vo/gpu/d3d11] [ 31]     float _235 = _231.x;
[   2.634][d][vo/gpu/d3d11] [ 32]     float _323 = (34.0f * _235) + 1.0f;
[   2.634][d][vo/gpu/d3d11] [ 33]     float _328 = (_323 - (floor(_323 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_235) + 1.0f);
[   2.634][d][vo/gpu/d3d11] [ 34]     float _239 = (_328 - (floor(_328 * 0.00346020772121846675872802734375f) * 289.0f)) + _231.y;
[   2.634][d][vo/gpu/d3d11] [ 35]     float _351 = (34.0f * _239) + 1.0f;
[   2.634][d][vo/gpu/d3d11] [ 36]     float _356 = (_351 - (floor(_351 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_239) + 1.0f);
[   2.634][d][vo/gpu/d3d11] [ 37]     float _245 = (_356 - (floor(_356 * 0.00346020772121846675872802734375f) * 289.0f)) + _231.z;
[   2.634][d][vo/gpu/d3d11] [ 38]     float _379 = (34.0f * _245) + 1.0f;
[   2.634][d][vo/gpu/d3d11] [ 39]     float _384 = (_379 - (floor(_379 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_245) + 1.0f);
[   2.634][d][vo/gpu/d3d11] [ 40]     float _401 = _384 - (floor(_384 * 0.00346020772121846675872802734375f) * 289.0f);
[   2.634][d][vo/gpu/d3d11] [ 41]     float4 _256 = _95.Sample(__95_sampler, _98) * 1.0039060115814208984375f;
[   2.634][d][vo/gpu/d3d11] [ 42]     float _543 = (34.0f * _401) + 1.0f;
[   2.634][d][vo/gpu/d3d11] [ 43]     float _548 = (_543 - (floor(_543 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_401) + 1.0f);
[   2.634][d][vo/gpu/d3d11] [ 44]     float _565 = _548 - (floor(_548 * 0.00346020772121846675872802734375f) * 289.0f);
[   2.634][d][vo/gpu/d3d11] [ 45]     float _419 = frac(_565 * 0.024390242993831634521484375f) * 6.283185482025146484375f;
[   2.634][d][vo/gpu/d3d11] [ 46]     float _576 = (34.0f * _565) + 1.0f;
[   2.634][d][vo/gpu/d3d11] [ 47]     float _581 = (_576 - (floor(_576 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_565) + 1.0f);
[   2.634][d][vo/gpu/d3d11] [ 48]     float2 _428 = float2(cos(_419), sin(_419)) * (frac(_401 * 0.024390242993831634521484375f) * 16.0f);
[   2.634][d][vo/gpu/d3d11] [ 49]     float _434 = _428.x;
[   2.634][d][vo/gpu/d3d11] [ 50]     float _436 = _428.y;
[   2.634][d][vo/gpu/d3d11] [ 51]     float _457 = -_436;
[   2.634][d][vo/gpu/d3d11] [ 52]     float _480 = -_434;
[   2.634][d][vo/gpu/d3d11] [ 53]     float4 _532 = ((((_95.Sample(__95_sampler, _98 + (_103_m4 * _428)) * 1.0039060115814208984375f) + (_95.Sample(__95_sampler, _98 + (_103_m4 * float2(_457, _434))) * 1.0039060115814208984375f)) + (_95.Sample(__95_sampler, _98 + (_103_m4 * float2(_480, _457))) * 1.0039060115814208984375f)) + (_95.Sample(__95_sampler, _98 + (_103_m4 * float2(_436, _480))) * 1.0039060115814208984375f)) * 0.25f;
[   2.634][d][vo/gpu/d3d11] [ 54]     float4 _268 = abs(_256 - _532);
[   2.634][d][vo/gpu/d3d11] [ 55]     bool4 _276 = bool4(_268.x > 0.0039059999398887157440185546875f.xxxx.x, _268.y > 0.0039059999398887157440185546875f.xxxx.y, _268.z > 0.0039059999398887157440185546875f.xxxx.z, _268.w > 0.0039059999398887157440185546875f.xxxx.w);
[   2.634][d][vo/gpu/d3d11] [ 56]     float4 _277 = float4(_276.x ? _256.x : _532.x, _276.y ? _256.y : _532.y, _276.z ? _256.z : _532.z, _276.w ? _256.w : _532.w);
[   2.634][d][vo/gpu/d3d11] [ 57]     float3 _714 = _728;
[   2.634][d][vo/gpu/d3d11] [ 58]     _714.x = frac((_581 - (floor(_581 * 0.00346020772121846675872802734375f) * 289.0f)) * 0.024390242993831634521484375f);
[   2.634][d][vo/gpu/d3d11] [ 59]     float3 _308 = _277.xyz + ((_714 - 0.5f.xxx) * 0.0058590001426637172698974609375f);
[   2.634][d][vo/gpu/d3d11] [ 60]     float4 _720 = float4(_308.x, _308.y, _308.z, _277.w);
[   2.634][d][vo/gpu/d3d11] [ 61]     _720.y = 0.0f;
[   2.634][d][vo/gpu/d3d11] [ 62]     float4 _722 = _720;
[   2.634][d][vo/gpu/d3d11] [ 63]     _722.z = 0.0f;
[   2.634][d][vo/gpu/d3d11] [ 64]     float4 _724 = _722;
[   2.634][d][vo/gpu/d3d11] [ 65]     _724.w = 1.0f;
[   2.634][d][vo/gpu/d3d11] [ 66]     _316 = _724;
[   2.634][d][vo/gpu/d3d11] [ 67] }
[   2.634][d][vo/gpu/d3d11] [ 68] 
[   2.634][d][vo/gpu/d3d11] [ 69] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.634][d][vo/gpu/d3d11] [ 70] {
[   2.634][d][vo/gpu/d3d11] [ 71]     _98 = stage_input._98;
[   2.634][d][vo/gpu/d3d11] [ 72]     frag_main();
[   2.634][d][vo/gpu/d3d11] [ 73]     SPIRV_Cross_Output stage_output;
[   2.634][d][vo/gpu/d3d11] [ 74]     stage_output._316 = _316;
[   2.634][d][vo/gpu/d3d11] [ 75]     return stage_output;
[   2.634][d][vo/gpu/d3d11] [ 76] }
[   2.634][d][vo/gpu] Resizing texture: 960x540
[   2.636][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.638][v][vo/gpu/d3d11] Compiled a vertex shader in 3033us
[   2.638][v][vo/gpu/d3d11] shaderc: 1516us, SPIRV-Cross: 88us, D3DCompile: 1429us
[   2.638][d][vo/gpu/d3d11] GLSL source:
[   2.638][d][vo/gpu/d3d11] [  1] #version 450
[   2.638][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.638][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.638][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.638][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.638][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   2.638][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   2.638][d][vo/gpu/d3d11] [  8] void main() {
[   2.638][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.638][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   2.638][d][vo/gpu/d3d11] [ 11] }
[   2.638][d][vo/gpu/d3d11] HLSL source:
[   2.638][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.638][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.638][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.638][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.638][d][vo/gpu/d3d11] [  5] 
[   2.638][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   2.638][d][vo/gpu/d3d11] [  7] {
[   2.638][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   2.638][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   2.638][d][vo/gpu/d3d11] [ 10] };
[   2.638][d][vo/gpu/d3d11] [ 11] 
[   2.638][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   2.638][d][vo/gpu/d3d11] [ 13] {
[   2.638][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   2.638][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   2.638][d][vo/gpu/d3d11] [ 16] };
[   2.638][d][vo/gpu/d3d11] [ 17] 
[   2.638][d][vo/gpu/d3d11] [ 18] void vert_main()
[   2.638][d][vo/gpu/d3d11] [ 19] {
[   2.638][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.638][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   2.638][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   2.638][d][vo/gpu/d3d11] [ 23] }
[   2.638][d][vo/gpu/d3d11] [ 24] 
[   2.638][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.638][d][vo/gpu/d3d11] [ 26] {
[   2.638][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   2.638][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   2.638][d][vo/gpu/d3d11] [ 29]     vert_main();
[   2.638][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   2.638][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   2.638][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   2.638][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   2.638][d][vo/gpu/d3d11] [ 34] }
[   2.645][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.663][v][vo/gpu/d3d11] Compiled a fragment shader in 24777us
[   2.663][v][vo/gpu/d3d11] shaderc: 7209us, SPIRV-Cross: 1090us, D3DCompile: 16478us
[   2.663][d][vo/gpu/d3d11] GLSL source:
[   2.663][d][vo/gpu/d3d11] [  1] #version 450
[   2.663][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.663][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.663][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.663][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.663][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   2.663][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   2.663][d][vo/gpu/d3d11] [  8] layout(offset=0) float random;
[   2.663][d][vo/gpu/d3d11] [  9] layout(offset=8) vec2 texture_size0;
[   2.663][d][vo/gpu/d3d11] [ 10] layout(offset=16) mat2 texture_rot0;
[   2.663][d][vo/gpu/d3d11] [ 11] layout(offset=48) vec2 texture_off0;
[   2.663][d][vo/gpu/d3d11] [ 12] layout(offset=56) vec2 pixel_size0;
[   2.663][d][vo/gpu/d3d11] [ 13] };
[   2.663][d][vo/gpu/d3d11] [ 14] layout(binding=0) uniform sampler2D texture0;
[   2.663][d][vo/gpu/d3d11] [ 15] #define HOOKED_raw texture0
[   2.663][d][vo/gpu/d3d11] [ 16] #define HOOKED_pos texcoord0
[   2.663][d][vo/gpu/d3d11] [ 17] #define HOOKED_size texture_size0
[   2.663][d][vo/gpu/d3d11] [ 18] #define HOOKED_rot texture_rot0
[   2.663][d][vo/gpu/d3d11] [ 19] #define HOOKED_pt pixel_size0
[   2.663][d][vo/gpu/d3d11] [ 20] #define HOOKED_map texmap0
[   2.663][d][vo/gpu/d3d11] [ 21] #define HOOKED_mul 1.003906
[   2.663][d][vo/gpu/d3d11] [ 22] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[   2.663][d][vo/gpu/d3d11] [ 23] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[   2.663][d][vo/gpu/d3d11] [ 24] #define CHROMA_raw texture0
[   2.663][d][vo/gpu/d3d11] [ 25] #define CHROMA_pos texcoord0
[   2.663][d][vo/gpu/d3d11] [ 26] #define CHROMA_size texture_size0
[   2.663][d][vo/gpu/d3d11] [ 27] #define CHROMA_rot texture_rot0
[   2.663][d][vo/gpu/d3d11] [ 28] #define CHROMA_pt pixel_size0
[   2.663][d][vo/gpu/d3d11] [ 29] #define CHROMA_map texmap0
[   2.663][d][vo/gpu/d3d11] [ 30] #define CHROMA_mul 1.003906
[   2.663][d][vo/gpu/d3d11] [ 31] #define CHROMA_tex(pos) (CHROMA_mul * vec4(texture(CHROMA_raw, pos)).rgba)
[   2.663][d][vo/gpu/d3d11] [ 32] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off))
[   2.663][d][vo/gpu/d3d11] [ 33] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[   2.663][d][vo/gpu/d3d11] [ 34] float permute(float x) {
[   2.663][d][vo/gpu/d3d11] [ 35] return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );
[   2.663][d][vo/gpu/d3d11] [ 36] }
[   2.663][d][vo/gpu/d3d11] [ 37] float rand(float x) { return fract(x * 1.0/41.0); }
[   2.663][d][vo/gpu/d3d11] [ 38] vec4 average(float range, inout float h) {
[   2.663][d][vo/gpu/d3d11] [ 39] float dist = rand(h) * range; h = permute(h);
[   2.663][d][vo/gpu/d3d11] [ 40] float dir = rand(h) * 6.2831853; h = permute(h);
[   2.663][d][vo/gpu/d3d11] [ 41] vec2 o = dist * vec2(cos(dir), sin(dir));
[   2.663][d][vo/gpu/d3d11] [ 42] vec4 ref[4];
[   2.663][d][vo/gpu/d3d11] [ 43] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[   2.663][d][vo/gpu/d3d11] [ 44] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[   2.663][d][vo/gpu/d3d11] [ 45] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[   2.663][d][vo/gpu/d3d11] [ 46] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[   2.663][d][vo/gpu/d3d11] [ 47] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;
[   2.663][d][vo/gpu/d3d11] [ 48] }
[   2.663][d][vo/gpu/d3d11] [ 49] void main() {
[   2.663][d][vo/gpu/d3d11] [ 50] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.663][d][vo/gpu/d3d11] [ 51] {
[   2.663][d][vo/gpu/d3d11] [ 52] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[   2.663][d][vo/gpu/d3d11] [ 53] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[   2.663][d][vo/gpu/d3d11] [ 54] color = HOOKED_tex(HOOKED_pos);
[   2.663][d][vo/gpu/d3d11] [ 55] vec4 avg, diff;
[   2.663][d][vo/gpu/d3d11] [ 56] avg = average(16.000000, h);
[   2.663][d][vo/gpu/d3d11] [ 57] diff = abs(color - avg);
[   2.663][d][vo/gpu/d3d11] [ 58] color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
[   2.663][d][vo/gpu/d3d11] [ 59] vec3 noise;
[   2.663][d][vo/gpu/d3d11] [ 60] noise.x = rand(h); h = permute(h);
[   2.663][d][vo/gpu/d3d11] [ 61] noise.y = rand(h); h = permute(h);
[   2.663][d][vo/gpu/d3d11] [ 62] noise.z = rand(h); h = permute(h);
[   2.663][d][vo/gpu/d3d11] [ 63] color.xyz += 0.005859 * (noise - vec3(0.5));
[   2.663][d][vo/gpu/d3d11] [ 64] }
[   2.663][d][vo/gpu/d3d11] [ 65] color.b = 0.000000;
[   2.663][d][vo/gpu/d3d11] [ 66] color.a = 1.000000;
[   2.663][d][vo/gpu/d3d11] [ 67] out_color = color;
[   2.663][d][vo/gpu/d3d11] [ 68] }
[   2.663][d][vo/gpu/d3d11] HLSL source:
[   2.663][d][vo/gpu/d3d11] [  1] cbuffer _101_103 : register(b0)
[   2.663][d][vo/gpu/d3d11] [  2] {
[   2.663][d][vo/gpu/d3d11] [  3]     float _103_m0 : packoffset(c0);
[   2.663][d][vo/gpu/d3d11] [  4]     float2 _103_m1 : packoffset(c0.z);
[   2.663][d][vo/gpu/d3d11] [  5]     row_major float2x2 _103_m2 : packoffset(c1);
[   2.663][d][vo/gpu/d3d11] [  6]     float2 _103_m3 : packoffset(c3);
[   2.663][d][vo/gpu/d3d11] [  7]     float2 _103_m4 : packoffset(c3.z);
[   2.663][d][vo/gpu/d3d11] [  8] };
[   2.663][d][vo/gpu/d3d11] [  9] 
[   2.663][d][vo/gpu/d3d11] [ 10] Texture2D<float4> _95 : register(t0);
[   2.663][d][vo/gpu/d3d11] [ 11] SamplerState __95_sampler : register(s0);
[   2.663][d][vo/gpu/d3d11] [ 12] 
[   2.663][d][vo/gpu/d3d11] [ 13] static float2 _98;
[   2.663][d][vo/gpu/d3d11] [ 14] static float4 _315;
[   2.663][d][vo/gpu/d3d11] [ 15] 
[   2.663][d][vo/gpu/d3d11] [ 16] struct SPIRV_Cross_Input
[   2.663][d][vo/gpu/d3d11] [ 17] {
[   2.663][d][vo/gpu/d3d11] [ 18]     float2 _98 : TEXCOORD1;
[   2.663][d][vo/gpu/d3d11] [ 19] };
[   2.663][d][vo/gpu/d3d11] [ 20] 
[   2.663][d][vo/gpu/d3d11] [ 21] struct SPIRV_Cross_Output
[   2.663][d][vo/gpu/d3d11] [ 22] {
[   2.663][d][vo/gpu/d3d11] [ 23]     float4 _315 : SV_Target0;
[   2.663][d][vo/gpu/d3d11] [ 24] };
[   2.663][d][vo/gpu/d3d11] [ 25] 
[   2.663][d][vo/gpu/d3d11] [ 26] float3 _725;
[   2.663][d][vo/gpu/d3d11] [ 27] 
[   2.663][d][vo/gpu/d3d11] [ 28] void frag_main()
[   2.663][d][vo/gpu/d3d11] [ 29] {
[   2.663][d][vo/gpu/d3d11] [ 30]     float3 _231 = float3(_98, _103_m0) + 1.0f.xxx;
[   2.663][d][vo/gpu/d3d11] [ 31]     float _235 = _231.x;
[   2.663][d][vo/gpu/d3d11] [ 32]     float _322 = (34.0f * _235) + 1.0f;
[   2.663][d][vo/gpu/d3d11] [ 33]     float _327 = (_322 - (floor(_322 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_235) + 1.0f);
[   2.663][d][vo/gpu/d3d11] [ 34]     float _239 = (_327 - (floor(_327 * 0.00346020772121846675872802734375f) * 289.0f)) + _231.y;
[   2.663][d][vo/gpu/d3d11] [ 35]     float _350 = (34.0f * _239) + 1.0f;
[   2.663][d][vo/gpu/d3d11] [ 36]     float _355 = (_350 - (floor(_350 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_239) + 1.0f);
[   2.663][d][vo/gpu/d3d11] [ 37]     float _245 = (_355 - (floor(_355 * 0.00346020772121846675872802734375f) * 289.0f)) + _231.z;
[   2.663][d][vo/gpu/d3d11] [ 38]     float _378 = (34.0f * _245) + 1.0f;
[   2.663][d][vo/gpu/d3d11] [ 39]     float _383 = (_378 - (floor(_378 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_245) + 1.0f);
[   2.663][d][vo/gpu/d3d11] [ 40]     float _400 = _383 - (floor(_383 * 0.00346020772121846675872802734375f) * 289.0f);
[   2.664][d][vo/gpu/d3d11] [ 41]     float4 _256 = _95.Sample(__95_sampler, _98) * 1.0039060115814208984375f;
[   2.664][d][vo/gpu/d3d11] [ 42]     float _542 = (34.0f * _400) + 1.0f;
[   2.664][d][vo/gpu/d3d11] [ 43]     float _547 = (_542 - (floor(_542 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_400) + 1.0f);
[   2.664][d][vo/gpu/d3d11] [ 44]     float _564 = _547 - (floor(_547 * 0.00346020772121846675872802734375f) * 289.0f);
[   2.664][d][vo/gpu/d3d11] [ 45]     float _418 = frac(_564 * 0.024390242993831634521484375f) * 6.283185482025146484375f;
[   2.664][d][vo/gpu/d3d11] [ 46]     float _575 = (34.0f * _564) + 1.0f;
[   2.664][d][vo/gpu/d3d11] [ 47]     float _580 = (_575 - (floor(_575 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_564) + 1.0f);
[   2.664][d][vo/gpu/d3d11] [ 48]     float _597 = _580 - (floor(_580 * 0.00346020772121846675872802734375f) * 289.0f);
[   2.664][d][vo/gpu/d3d11] [ 49]     float2 _427 = float2(cos(_418), sin(_418)) * (frac(_400 * 0.024390242993831634521484375f) * 16.0f);
[   2.664][d][vo/gpu/d3d11] [ 50]     float _433 = _427.x;
[   2.664][d][vo/gpu/d3d11] [ 51]     float _435 = _427.y;
[   2.664][d][vo/gpu/d3d11] [ 52]     float _456 = -_435;
[   2.664][d][vo/gpu/d3d11] [ 53]     float _479 = -_433;
[   2.664][d][vo/gpu/d3d11] [ 54]     float4 _531 = ((((_95.Sample(__95_sampler, _98 + (_103_m4 * _427)) * 1.0039060115814208984375f) + (_95.Sample(__95_sampler, _98 + (_103_m4 * float2(_456, _433))) * 1.0039060115814208984375f)) + (_95.Sample(__95_sampler, _98 + (_103_m4 * float2(_479, _456))) * 1.0039060115814208984375f)) + (_95.Sample(__95_sampler, _98 + (_103_m4 * float2(_435, _479))) * 1.0039060115814208984375f)) * 0.25f;
[   2.664][d][vo/gpu/d3d11] [ 55]     float4 _268 = abs(_256 - _531);
[   2.664][d][vo/gpu/d3d11] [ 56]     bool4 _276 = bool4(_268.x > 0.0039059999398887157440185546875f.xxxx.x, _268.y > 0.0039059999398887157440185546875f.xxxx.y, _268.z > 0.0039059999398887157440185546875f.xxxx.z, _268.w > 0.0039059999398887157440185546875f.xxxx.w);
[   2.664][d][vo/gpu/d3d11] [ 57]     float4 _277 = float4(_276.x ? _256.x : _531.x, _276.y ? _256.y : _531.y, _276.z ? _256.z : _531.z, _276.w ? _256.w : _531.w);
[   2.664][d][vo/gpu/d3d11] [ 58]     float3 _713 = _725;
[   2.664][d][vo/gpu/d3d11] [ 59]     _713.x = frac(_597 * 0.024390242993831634521484375f);
[   2.664][d][vo/gpu/d3d11] [ 60]     float _608 = (34.0f * _597) + 1.0f;
[   2.664][d][vo/gpu/d3d11] [ 61]     float _613 = (_608 - (floor(_608 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_597) + 1.0f);
[   2.664][d][vo/gpu/d3d11] [ 62]     float3 _715 = _713;
[   2.664][d][vo/gpu/d3d11] [ 63]     _715.y = frac((_613 - (floor(_613 * 0.00346020772121846675872802734375f) * 289.0f)) * 0.024390242993831634521484375f);
[   2.664][d][vo/gpu/d3d11] [ 64]     float3 _308 = _277.xyz + ((_715 - 0.5f.xxx) * 0.0058590001426637172698974609375f);
[   2.664][d][vo/gpu/d3d11] [ 65]     float4 _719 = float4(_308.x, _308.y, _308.z, _277.w);
[   2.664][d][vo/gpu/d3d11] [ 66]     _719.z = 0.0f;
[   2.664][d][vo/gpu/d3d11] [ 67]     float4 _721 = _719;
[   2.664][d][vo/gpu/d3d11] [ 68]     _721.w = 1.0f;
[   2.664][d][vo/gpu/d3d11] [ 69]     _315 = _721;
[   2.664][d][vo/gpu/d3d11] [ 70] }
[   2.664][d][vo/gpu/d3d11] [ 71] 
[   2.664][d][vo/gpu/d3d11] [ 72] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.664][d][vo/gpu/d3d11] [ 73] {
[   2.664][d][vo/gpu/d3d11] [ 74]     _98 = stage_input._98;
[   2.664][d][vo/gpu/d3d11] [ 75]     frag_main();
[   2.664][d][vo/gpu/d3d11] [ 76]     SPIRV_Cross_Output stage_output;
[   2.664][d][vo/gpu/d3d11] [ 77]     stage_output._315 = _315;
[   2.664][d][vo/gpu/d3d11] [ 78]     return stage_output;
[   2.664][d][vo/gpu/d3d11] [ 79] }
[   2.664][d][vo/gpu] Resizing texture: 960x1080
[   2.667][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.669][v][vo/gpu/d3d11] Compiled a vertex shader in 4096us
[   2.669][v][vo/gpu/d3d11] shaderc: 2269us, SPIRV-Cross: 121us, D3DCompile: 1706us
[   2.669][d][vo/gpu/d3d11] GLSL source:
[   2.669][d][vo/gpu/d3d11] [  1] #version 450
[   2.669][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.669][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.669][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.669][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.669][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   2.669][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   2.669][d][vo/gpu/d3d11] [  8] void main() {
[   2.669][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.669][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   2.669][d][vo/gpu/d3d11] [ 11] }
[   2.669][d][vo/gpu/d3d11] HLSL source:
[   2.669][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.669][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.669][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.669][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.669][d][vo/gpu/d3d11] [  5] 
[   2.669][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   2.669][d][vo/gpu/d3d11] [  7] {
[   2.669][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   2.669][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   2.669][d][vo/gpu/d3d11] [ 10] };
[   2.669][d][vo/gpu/d3d11] [ 11] 
[   2.669][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   2.669][d][vo/gpu/d3d11] [ 13] {
[   2.669][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   2.669][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   2.669][d][vo/gpu/d3d11] [ 16] };
[   2.669][d][vo/gpu/d3d11] [ 17] 
[   2.669][d][vo/gpu/d3d11] [ 18] void vert_main()
[   2.669][d][vo/gpu/d3d11] [ 19] {
[   2.669][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.669][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   2.669][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   2.669][d][vo/gpu/d3d11] [ 23] }
[   2.669][d][vo/gpu/d3d11] [ 24] 
[   2.669][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.669][d][vo/gpu/d3d11] [ 26] {
[   2.669][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   2.669][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   2.669][d][vo/gpu/d3d11] [ 29]     vert_main();
[   2.669][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   2.669][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   2.669][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   2.669][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   2.669][d][vo/gpu/d3d11] [ 34] }
[   2.673][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.681][v][vo/gpu/d3d11] Compiled a fragment shader in 11764us
[   2.681][v][vo/gpu/d3d11] shaderc: 3759us, SPIRV-Cross: 423us, D3DCompile: 7582us
[   2.681][d][vo/gpu/d3d11] GLSL source:
[   2.681][d][vo/gpu/d3d11] [  1] #version 450
[   2.681][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.681][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.681][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.681][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.681][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   2.681][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   2.681][d][vo/gpu/d3d11] [  8] layout(offset=0) vec2 texture_size0;
[   2.681][d][vo/gpu/d3d11] [  9] layout(offset=16) mat2 texture_rot0;
[   2.681][d][vo/gpu/d3d11] [ 10] layout(offset=48) vec2 texture_off0;
[   2.681][d][vo/gpu/d3d11] [ 11] layout(offset=56) vec2 pixel_size0;
[   2.681][d][vo/gpu/d3d11] [ 12] };
[   2.681][d][vo/gpu/d3d11] [ 13] layout(binding=0) uniform sampler2D lut;
[   2.681][d][vo/gpu/d3d11] [ 14] layout(binding=1) uniform sampler2D texture0;
[   2.681][d][vo/gpu/d3d11] [ 15] void main() {
[   2.681][d][vo/gpu/d3d11] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.681][d][vo/gpu/d3d11] [ 17] // upscaling plane 1
[   2.681][d][vo/gpu/d3d11] [ 18] #undef tex
[   2.681][d][vo/gpu/d3d11] [ 19] #undef texmap
[   2.681][d][vo/gpu/d3d11] [ 20] #define tex texture0
[   2.681][d][vo/gpu/d3d11] [ 21] #define texmap texmap0
[   2.681][d][vo/gpu/d3d11] [ 22] vec2 pos = texcoord0;
[   2.681][d][vo/gpu/d3d11] [ 23] vec2 size = texture_size0;
[   2.681][d][vo/gpu/d3d11] [ 24] vec2 pt = pixel_size0;
[   2.681][d][vo/gpu/d3d11] [ 25] // first pass
[   2.681][d][vo/gpu/d3d11] [ 26] color = vec4(0.0);
[   2.681][d][vo/gpu/d3d11] [ 27] {
[   2.681][d][vo/gpu/d3d11] [ 28] vec2 dir = vec2(0.0, 1.0);
[   2.681][d][vo/gpu/d3d11] [ 29] pt *= dir;
[   2.681][d][vo/gpu/d3d11] [ 30] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[   2.681][d][vo/gpu/d3d11] [ 31] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[   2.681][d][vo/gpu/d3d11] [ 32] vec4 c;
[   2.681][d][vo/gpu/d3d11] [ 33] float ypos = LUT_POS(fcoord, 64.0);
[   2.681][d][vo/gpu/d3d11] [ 34] float weights[6];
[   2.681][d][vo/gpu/d3d11] [ 35] c = texture(lut, vec2(0.250000, ypos));
[   2.681][d][vo/gpu/d3d11] [ 36] weights[0] = c[0];
[   2.681][d][vo/gpu/d3d11] [ 37] weights[1] = c[1];
[   2.681][d][vo/gpu/d3d11] [ 38] weights[2] = c[2];
[   2.681][d][vo/gpu/d3d11] [ 39] weights[3] = c[3];
[   2.681][d][vo/gpu/d3d11] [ 40] c = texture(lut, vec2(0.750000, ypos));
[   2.681][d][vo/gpu/d3d11] [ 41] weights[4] = c[0];
[   2.681][d][vo/gpu/d3d11] [ 42] weights[5] = c[1];
[   2.681][d][vo/gpu/d3d11] [ 43] // scaler samples
[   2.681][d][vo/gpu/d3d11] [ 44] c = texture(tex, base + pt * vec2(0.0));
[   2.681][d][vo/gpu/d3d11] [ 45] color += vec4(weights[0]) * c;
[   2.681][d][vo/gpu/d3d11] [ 46] c = texture(tex, base + pt * vec2(1.0));
[   2.681][d][vo/gpu/d3d11] [ 47] color += vec4(weights[1]) * c;
[   2.681][d][vo/gpu/d3d11] [ 48] c = texture(tex, base + pt * vec2(2.0));
[   2.681][d][vo/gpu/d3d11] [ 49] color += vec4(weights[2]) * c;
[   2.681][d][vo/gpu/d3d11] [ 50] c = texture(tex, base + pt * vec2(3.0));
[   2.681][d][vo/gpu/d3d11] [ 51] color += vec4(weights[3]) * c;
[   2.681][d][vo/gpu/d3d11] [ 52] c = texture(tex, base + pt * vec2(4.0));
[   2.681][d][vo/gpu/d3d11] [ 53] color += vec4(weights[4]) * c;
[   2.681][d][vo/gpu/d3d11] [ 54] c = texture(tex, base + pt * vec2(5.0));
[   2.681][d][vo/gpu/d3d11] [ 55] color += vec4(weights[5]) * c;
[   2.681][d][vo/gpu/d3d11] [ 56] }
[   2.681][d][vo/gpu/d3d11] [ 57] color *= 1.000000;
[   2.681][d][vo/gpu/d3d11] [ 58] out_color = color;
[   2.681][d][vo/gpu/d3d11] [ 59] }
[   2.681][d][vo/gpu/d3d11] HLSL source:
[   2.681][d][vo/gpu/d3d11] [  1] cbuffer _21_23 : register(b0)
[   2.681][d][vo/gpu/d3d11] [  2] {
[   2.681][d][vo/gpu/d3d11] [  3]     float2 _23_m0 : packoffset(c0);
[   2.681][d][vo/gpu/d3d11] [  4]     row_major float2x2 _23_m1 : packoffset(c1);
[   2.681][d][vo/gpu/d3d11] [  5]     float2 _23_m2 : packoffset(c3);
[   2.681][d][vo/gpu/d3d11] [  6]     float2 _23_m3 : packoffset(c3.z);
[   2.681][d][vo/gpu/d3d11] [  7] };
[   2.681][d][vo/gpu/d3d11] [  8] 
[   2.681][d][vo/gpu/d3d11] [  9] Texture2D<float4> _70 : register(t0);
[   2.681][d][vo/gpu/d3d11] [ 10] SamplerState __70_sampler : register(s0);
[   2.681][d][vo/gpu/d3d11] [ 11] Texture2D<float4> _112 : register(t1);
[   2.681][d][vo/gpu/d3d11] [ 12] SamplerState __112_sampler : register(s1);
[   2.681][d][vo/gpu/d3d11] [ 13] 
[   2.681][d][vo/gpu/d3d11] [ 14] static float2 _17;
[   2.681][d][vo/gpu/d3d11] [ 15] static float4 _202;
[   2.681][d][vo/gpu/d3d11] [ 16] 
[   2.681][d][vo/gpu/d3d11] [ 17] struct SPIRV_Cross_Input
[   2.681][d][vo/gpu/d3d11] [ 18] {
[   2.681][d][vo/gpu/d3d11] [ 19]     float2 _17 : TEXCOORD1;
[   2.681][d][vo/gpu/d3d11] [ 20] };
[   2.681][d][vo/gpu/d3d11] [ 21] 
[   2.681][d][vo/gpu/d3d11] [ 22] struct SPIRV_Cross_Output
[   2.681][d][vo/gpu/d3d11] [ 23] {
[   2.681][d][vo/gpu/d3d11] [ 24]     float4 _202 : SV_Target0;
[   2.681][d][vo/gpu/d3d11] [ 25] };
[   2.681][d][vo/gpu/d3d11] [ 26] 
[   2.681][d][vo/gpu/d3d11] [ 27] void frag_main()
[   2.681][d][vo/gpu/d3d11] [ 28] {
[   2.681][d][vo/gpu/d3d11] [ 29]     float2 _38 = _23_m3 * float2(0.0f, 1.0f);
[   2.681][d][vo/gpu/d3d11] [ 30]     float2 _47 = frac((_17 * _23_m0) - 0.5f.xx);
[   2.681][d][vo/gpu/d3d11] [ 31]     float _49 = _47.y;
[   2.681][d][vo/gpu/d3d11] [ 32]     float2 _59 = _23_m3 * float2(0.0f, 2.0f);
[   2.681][d][vo/gpu/d3d11] [ 33]     float2 _60 = (_17 - (_38 * _49)) - _59;
[   2.681][d][vo/gpu/d3d11] [ 34]     float _65 = lerp(0.0078125f, 0.9921875f, _49);
[   2.681][d][vo/gpu/d3d11] [ 35]     float4 _75 = _70.Sample(__70_sampler, float2(0.25f, _65));
[   2.682][d][vo/gpu/d3d11] [ 36]     float4 _103 = _70.Sample(__70_sampler, float2(0.75f, _65));
[   2.682][d][vo/gpu/d3d11] [ 37]     _202 = ((((((_75.x.xxxx * _112.Sample(__112_sampler, _60)) + (_75.y.xxxx * _112.Sample(__112_sampler, _60 + _38))) + (_75.z.xxxx * _112.Sample(__112_sampler, _60 + _59))) + (_75.w.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(0.0f, 3.0f))))) + (_103.x.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(0.0f, 4.0f))))) + (_103.y.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(0.0f, 5.0f))))) * 1.0f;
[   2.682][d][vo/gpu/d3d11] [ 38] }
[   2.682][d][vo/gpu/d3d11] [ 39] 
[   2.682][d][vo/gpu/d3d11] [ 40] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.682][d][vo/gpu/d3d11] [ 41] {
[   2.682][d][vo/gpu/d3d11] [ 42]     _17 = stage_input._17;
[   2.682][d][vo/gpu/d3d11] [ 43]     frag_main();
[   2.682][d][vo/gpu/d3d11] [ 44]     SPIRV_Cross_Output stage_output;
[   2.682][d][vo/gpu/d3d11] [ 45]     stage_output._202 = _202;
[   2.682][d][vo/gpu/d3d11] [ 46]     return stage_output;
[   2.682][d][vo/gpu/d3d11] [ 47] }
[   2.682][d][vo/gpu] Resizing texture: 1920x1080
[   2.684][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.685][v][vo/gpu/d3d11] Compiled a vertex shader in 2984us
[   2.685][v][vo/gpu/d3d11] shaderc: 1458us, SPIRV-Cross: 84us, D3DCompile: 1442us
[   2.685][d][vo/gpu/d3d11] GLSL source:
[   2.685][d][vo/gpu/d3d11] [  1] #version 450
[   2.685][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.685][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.685][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.685][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.685][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   2.685][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   2.685][d][vo/gpu/d3d11] [  8] void main() {
[   2.685][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.685][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   2.685][d][vo/gpu/d3d11] [ 11] }
[   2.685][d][vo/gpu/d3d11] HLSL source:
[   2.685][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.685][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.685][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.685][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.685][d][vo/gpu/d3d11] [  5] 
[   2.685][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   2.685][d][vo/gpu/d3d11] [  7] {
[   2.685][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   2.685][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   2.685][d][vo/gpu/d3d11] [ 10] };
[   2.685][d][vo/gpu/d3d11] [ 11] 
[   2.685][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   2.685][d][vo/gpu/d3d11] [ 13] {
[   2.685][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   2.685][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   2.685][d][vo/gpu/d3d11] [ 16] };
[   2.685][d][vo/gpu/d3d11] [ 17] 
[   2.685][d][vo/gpu/d3d11] [ 18] void vert_main()
[   2.685][d][vo/gpu/d3d11] [ 19] {
[   2.685][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.685][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   2.685][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   2.685][d][vo/gpu/d3d11] [ 23] }
[   2.685][d][vo/gpu/d3d11] [ 24] 
[   2.685][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.685][d][vo/gpu/d3d11] [ 26] {
[   2.685][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   2.685][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   2.685][d][vo/gpu/d3d11] [ 29]     vert_main();
[   2.685][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   2.685][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   2.685][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   2.685][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   2.685][d][vo/gpu/d3d11] [ 34] }
[   2.689][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.696][v][vo/gpu/d3d11] Compiled a fragment shader in 10788us
[   2.696][v][vo/gpu/d3d11] shaderc: 3735us, SPIRV-Cross: 415us, D3DCompile: 6638us
[   2.696][d][vo/gpu/d3d11] GLSL source:
[   2.696][d][vo/gpu/d3d11] [  1] #version 450
[   2.696][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.696][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.696][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.696][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.696][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   2.696][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   2.696][d][vo/gpu/d3d11] [  8] layout(offset=0) vec2 texture_size0;
[   2.696][d][vo/gpu/d3d11] [  9] layout(offset=16) mat2 texture_rot0;
[   2.696][d][vo/gpu/d3d11] [ 10] layout(offset=48) vec2 texture_off0;
[   2.696][d][vo/gpu/d3d11] [ 11] layout(offset=56) vec2 pixel_size0;
[   2.696][d][vo/gpu/d3d11] [ 12] };
[   2.696][d][vo/gpu/d3d11] [ 13] layout(binding=0) uniform sampler2D lut;
[   2.696][d][vo/gpu/d3d11] [ 14] layout(binding=1) uniform sampler2D texture0;
[   2.696][d][vo/gpu/d3d11] [ 15] void main() {
[   2.696][d][vo/gpu/d3d11] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.696][d][vo/gpu/d3d11] [ 17] #undef tex
[   2.696][d][vo/gpu/d3d11] [ 18] #undef texmap
[   2.696][d][vo/gpu/d3d11] [ 19] #define tex texture0
[   2.696][d][vo/gpu/d3d11] [ 20] #define texmap texmap0
[   2.696][d][vo/gpu/d3d11] [ 21] vec2 pos = texcoord0;
[   2.696][d][vo/gpu/d3d11] [ 22] vec2 size = texture_size0;
[   2.696][d][vo/gpu/d3d11] [ 23] vec2 pt = pixel_size0;
[   2.696][d][vo/gpu/d3d11] [ 24] color = vec4(0.0);
[   2.696][d][vo/gpu/d3d11] [ 25] {
[   2.696][d][vo/gpu/d3d11] [ 26] vec2 dir = vec2(1.0, 0.0);
[   2.696][d][vo/gpu/d3d11] [ 27] pt *= dir;
[   2.696][d][vo/gpu/d3d11] [ 28] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[   2.696][d][vo/gpu/d3d11] [ 29] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[   2.696][d][vo/gpu/d3d11] [ 30] vec4 c;
[   2.696][d][vo/gpu/d3d11] [ 31] float ypos = LUT_POS(fcoord, 64.0);
[   2.696][d][vo/gpu/d3d11] [ 32] float weights[6];
[   2.696][d][vo/gpu/d3d11] [ 33] c = texture(lut, vec2(0.250000, ypos));
[   2.696][d][vo/gpu/d3d11] [ 34] weights[0] = c[0];
[   2.696][d][vo/gpu/d3d11] [ 35] weights[1] = c[1];
[   2.696][d][vo/gpu/d3d11] [ 36] weights[2] = c[2];
[   2.696][d][vo/gpu/d3d11] [ 37] weights[3] = c[3];
[   2.696][d][vo/gpu/d3d11] [ 38] c = texture(lut, vec2(0.750000, ypos));
[   2.696][d][vo/gpu/d3d11] [ 39] weights[4] = c[0];
[   2.696][d][vo/gpu/d3d11] [ 40] weights[5] = c[1];
[   2.696][d][vo/gpu/d3d11] [ 41] // scaler samples
[   2.696][d][vo/gpu/d3d11] [ 42] c = texture(tex, base + pt * vec2(0.0));
[   2.696][d][vo/gpu/d3d11] [ 43] color += vec4(weights[0]) * c;
[   2.696][d][vo/gpu/d3d11] [ 44] c = texture(tex, base + pt * vec2(1.0));
[   2.696][d][vo/gpu/d3d11] [ 45] color += vec4(weights[1]) * c;
[   2.696][d][vo/gpu/d3d11] [ 46] c = texture(tex, base + pt * vec2(2.0));
[   2.696][d][vo/gpu/d3d11] [ 47] color += vec4(weights[2]) * c;
[   2.696][d][vo/gpu/d3d11] [ 48] c = texture(tex, base + pt * vec2(3.0));
[   2.696][d][vo/gpu/d3d11] [ 49] color += vec4(weights[3]) * c;
[   2.696][d][vo/gpu/d3d11] [ 50] c = texture(tex, base + pt * vec2(4.0));
[   2.696][d][vo/gpu/d3d11] [ 51] color += vec4(weights[4]) * c;
[   2.696][d][vo/gpu/d3d11] [ 52] c = texture(tex, base + pt * vec2(5.0));
[   2.697][d][vo/gpu/d3d11] [ 53] color += vec4(weights[5]) * c;
[   2.697][d][vo/gpu/d3d11] [ 54] }
[   2.697][d][vo/gpu/d3d11] [ 55] color.b = 0.000000;
[   2.697][d][vo/gpu/d3d11] [ 56] color.a = 1.000000;
[   2.697][d][vo/gpu/d3d11] [ 57] out_color = color;
[   2.697][d][vo/gpu/d3d11] [ 58] }
[   2.697][d][vo/gpu/d3d11] HLSL source:
[   2.697][d][vo/gpu/d3d11] [  1] cbuffer _21_23 : register(b0)
[   2.697][d][vo/gpu/d3d11] [  2] {
[   2.697][d][vo/gpu/d3d11] [  3]     float2 _23_m0 : packoffset(c0);
[   2.697][d][vo/gpu/d3d11] [  4]     row_major float2x2 _23_m1 : packoffset(c1);
[   2.697][d][vo/gpu/d3d11] [  5]     float2 _23_m2 : packoffset(c3);
[   2.697][d][vo/gpu/d3d11] [  6]     float2 _23_m3 : packoffset(c3.z);
[   2.697][d][vo/gpu/d3d11] [  7] };
[   2.697][d][vo/gpu/d3d11] [  8] 
[   2.697][d][vo/gpu/d3d11] [  9] Texture2D<float4> _70 : register(t0);
[   2.697][d][vo/gpu/d3d11] [ 10] SamplerState __70_sampler : register(s0);
[   2.697][d][vo/gpu/d3d11] [ 11] Texture2D<float4> _112 : register(t1);
[   2.697][d][vo/gpu/d3d11] [ 12] SamplerState __112_sampler : register(s1);
[   2.697][d][vo/gpu/d3d11] [ 13] 
[   2.697][d][vo/gpu/d3d11] [ 14] static float2 _17;
[   2.697][d][vo/gpu/d3d11] [ 15] static float4 _202;
[   2.697][d][vo/gpu/d3d11] [ 16] 
[   2.697][d][vo/gpu/d3d11] [ 17] struct SPIRV_Cross_Input
[   2.697][d][vo/gpu/d3d11] [ 18] {
[   2.697][d][vo/gpu/d3d11] [ 19]     float2 _17 : TEXCOORD1;
[   2.697][d][vo/gpu/d3d11] [ 20] };
[   2.697][d][vo/gpu/d3d11] [ 21] 
[   2.697][d][vo/gpu/d3d11] [ 22] struct SPIRV_Cross_Output
[   2.697][d][vo/gpu/d3d11] [ 23] {
[   2.697][d][vo/gpu/d3d11] [ 24]     float4 _202 : SV_Target0;
[   2.697][d][vo/gpu/d3d11] [ 25] };
[   2.697][d][vo/gpu/d3d11] [ 26] 
[   2.697][d][vo/gpu/d3d11] [ 27] void frag_main()
[   2.697][d][vo/gpu/d3d11] [ 28] {
[   2.697][d][vo/gpu/d3d11] [ 29]     float2 _38 = _23_m3 * float2(1.0f, 0.0f);
[   2.697][d][vo/gpu/d3d11] [ 30]     float2 _47 = frac((_17 * _23_m0) - 0.5f.xx);
[   2.697][d][vo/gpu/d3d11] [ 31]     float _49 = _47.x;
[   2.697][d][vo/gpu/d3d11] [ 32]     float2 _59 = _23_m3 * float2(2.0f, 0.0f);
[   2.697][d][vo/gpu/d3d11] [ 33]     float2 _60 = (_17 - (_38 * _49)) - _59;
[   2.697][d][vo/gpu/d3d11] [ 34]     float _65 = lerp(0.0078125f, 0.9921875f, _49);
[   2.697][d][vo/gpu/d3d11] [ 35]     float4 _75 = _70.Sample(__70_sampler, float2(0.25f, _65));
[   2.697][d][vo/gpu/d3d11] [ 36]     float4 _103 = _70.Sample(__70_sampler, float2(0.75f, _65));
[   2.697][d][vo/gpu/d3d11] [ 37]     float4 _217 = (((((_75.x.xxxx * _112.Sample(__112_sampler, _60)) + (_75.y.xxxx * _112.Sample(__112_sampler, _60 + _38))) + (_75.z.xxxx * _112.Sample(__112_sampler, _60 + _59))) + (_75.w.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(3.0f, 0.0f))))) + (_103.x.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(4.0f, 0.0f))))) + (_103.y.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(5.0f, 0.0f))));
[   2.697][d][vo/gpu/d3d11] [ 38]     _217.z = 0.0f;
[   2.697][d][vo/gpu/d3d11] [ 39]     float4 _219 = _217;
[   2.697][d][vo/gpu/d3d11] [ 40]     _219.w = 1.0f;
[   2.697][d][vo/gpu/d3d11] [ 41]     _202 = _219;
[   2.697][d][vo/gpu/d3d11] [ 42] }
[   2.697][d][vo/gpu/d3d11] [ 43] 
[   2.697][d][vo/gpu/d3d11] [ 44] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.697][d][vo/gpu/d3d11] [ 45] {
[   2.697][d][vo/gpu/d3d11] [ 46]     _17 = stage_input._17;
[   2.697][d][vo/gpu/d3d11] [ 47]     frag_main();
[   2.697][d][vo/gpu/d3d11] [ 48]     SPIRV_Cross_Output stage_output;
[   2.697][d][vo/gpu/d3d11] [ 49]     stage_output._202 = _202;
[   2.697][d][vo/gpu/d3d11] [ 50]     return stage_output;
[   2.697][d][vo/gpu/d3d11] [ 51] }
[   2.697][d][vo/gpu] Resizing texture: 1920x1080
[   2.699][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.701][v][vo/gpu/d3d11] Compiled a vertex shader in 3204us
[   2.701][v][vo/gpu/d3d11] shaderc: 1522us, SPIRV-Cross: 96us, D3DCompile: 1586us
[   2.701][d][vo/gpu/d3d11] GLSL source:
[   2.701][d][vo/gpu/d3d11] [  1] #version 450
[   2.701][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.701][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.701][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.701][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.701][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   2.701][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   2.701][d][vo/gpu/d3d11] [  8] layout(location=2) in vec2 vertex_texcoord1;
[   2.701][d][vo/gpu/d3d11] [  9] layout(location=2) out vec2 texcoord1;
[   2.701][d][vo/gpu/d3d11] [ 10] void main() {
[   2.701][d][vo/gpu/d3d11] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.701][d][vo/gpu/d3d11] [ 12] texcoord0 = vertex_texcoord0;
[   2.701][d][vo/gpu/d3d11] [ 13] texcoord1 = vertex_texcoord1;
[   2.701][d][vo/gpu/d3d11] [ 14] }
[   2.701][d][vo/gpu/d3d11] HLSL source:
[   2.701][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.701][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.701][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.701][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.701][d][vo/gpu/d3d11] [  5] static float2 _30;
[   2.701][d][vo/gpu/d3d11] [  6] static float2 _31;
[   2.701][d][vo/gpu/d3d11] [  7] 
[   2.701][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   2.701][d][vo/gpu/d3d11] [  9] {
[   2.701][d][vo/gpu/d3d11] [ 10]     float2 _18 : TEXCOORD0;
[   2.701][d][vo/gpu/d3d11] [ 11]     float2 _28 : TEXCOORD1;
[   2.701][d][vo/gpu/d3d11] [ 12]     float2 _31 : TEXCOORD2;
[   2.701][d][vo/gpu/d3d11] [ 13] };
[   2.701][d][vo/gpu/d3d11] [ 14] 
[   2.701][d][vo/gpu/d3d11] [ 15] struct SPIRV_Cross_Output
[   2.701][d][vo/gpu/d3d11] [ 16] {
[   2.701][d][vo/gpu/d3d11] [ 17]     float2 _27 : TEXCOORD1;
[   2.701][d][vo/gpu/d3d11] [ 18]     float2 _30 : TEXCOORD2;
[   2.701][d][vo/gpu/d3d11] [ 19]     float4 gl_Position : SV_Position;
[   2.701][d][vo/gpu/d3d11] [ 20] };
[   2.701][d][vo/gpu/d3d11] [ 21] 
[   2.701][d][vo/gpu/d3d11] [ 22] void vert_main()
[   2.701][d][vo/gpu/d3d11] [ 23] {
[   2.701][d][vo/gpu/d3d11] [ 24]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.701][d][vo/gpu/d3d11] [ 25]     _27 = _28;
[   2.701][d][vo/gpu/d3d11] [ 26]     _30 = _31;
[   2.701][d][vo/gpu/d3d11] [ 27]     gl_Position.y = -gl_Position.y;
[   2.701][d][vo/gpu/d3d11] [ 28] }
[   2.701][d][vo/gpu/d3d11] [ 29] 
[   2.701][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.701][d][vo/gpu/d3d11] [ 31] {
[   2.701][d][vo/gpu/d3d11] [ 32]     _18 = stage_input._18;
[   2.701][d][vo/gpu/d3d11] [ 33]     _28 = stage_input._28;
[   2.701][d][vo/gpu/d3d11] [ 34]     _31 = stage_input._31;
[   2.701][d][vo/gpu/d3d11] [ 35]     vert_main();
[   2.701][d][vo/gpu/d3d11] [ 36]     SPIRV_Cross_Output stage_output;
[   2.701][d][vo/gpu/d3d11] [ 37]     stage_output.gl_Position = gl_Position;
[   2.701][d][vo/gpu/d3d11] [ 38]     stage_output._27 = _27;
[   2.701][d][vo/gpu/d3d11] [ 39]     stage_output._30 = _30;
[   2.701][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   2.701][d][vo/gpu/d3d11] [ 41] }
[   2.703][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.708][v][vo/gpu/d3d11] Compiled a fragment shader in 6603us
[   2.708][v][vo/gpu/d3d11] shaderc: 2465us, SPIRV-Cross: 282us, D3DCompile: 3856us
[   2.708][d][vo/gpu/d3d11] GLSL source:
[   2.708][d][vo/gpu/d3d11] [  1] #version 450
[   2.708][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.708][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.708][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.708][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.708][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   2.708][d][vo/gpu/d3d11] [  7] layout(location=2) in vec2 texcoord1;
[   2.708][d][vo/gpu/d3d11] [  8] layout(std140, binding=0) uniform UBO {
[   2.708][d][vo/gpu/d3d11] [  9] layout(offset=0) mat3 colormatrix;
[   2.708][d][vo/gpu/d3d11] [ 10] layout(offset=48) vec3 colormatrix_c;
[   2.708][d][vo/gpu/d3d11] [ 11] layout(offset=64) vec2 texture_size0;
[   2.708][d][vo/gpu/d3d11] [ 12] layout(offset=80) mat2 texture_rot0;
[   2.708][d][vo/gpu/d3d11] [ 13] layout(offset=112) vec2 texture_off0;
[   2.708][d][vo/gpu/d3d11] [ 14] layout(offset=120) vec2 pixel_size0;
[   2.708][d][vo/gpu/d3d11] [ 15] layout(offset=128) vec2 texture_size1;
[   2.708][d][vo/gpu/d3d11] [ 16] layout(offset=144) mat2 texture_rot1;
[   2.708][d][vo/gpu/d3d11] [ 17] layout(offset=176) vec2 texture_off1;
[   2.708][d][vo/gpu/d3d11] [ 18] layout(offset=184) vec2 pixel_size1;
[   2.708][d][vo/gpu/d3d11] [ 19] };
[   2.708][d][vo/gpu/d3d11] [ 20] layout(binding=0) uniform sampler2D texture0;
[   2.708][d][vo/gpu/d3d11] [ 21] layout(binding=1) uniform sampler2D texture1;
[   2.708][d][vo/gpu/d3d11] [ 22] void main() {
[   2.708][d][vo/gpu/d3d11] [ 23] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.708][d][vo/gpu/d3d11] [ 24] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
[   2.708][d][vo/gpu/d3d11] [ 25] color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;
[   2.708][d][vo/gpu/d3d11] [ 26] color = color.rgbr;
[   2.708][d][vo/gpu/d3d11] [ 27] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;
[   2.708][d][vo/gpu/d3d11] [ 28] color.a = 1.0;
[   2.708][d][vo/gpu/d3d11] [ 29] out_color = color;
[   2.708][d][vo/gpu/d3d11] [ 30] }
[   2.708][d][vo/gpu/d3d11] HLSL source:
[   2.708][d][vo/gpu/d3d11] [  1] cbuffer _53_55 : register(b0)
[   2.708][d][vo/gpu/d3d11] [  2] {
[   2.708][d][vo/gpu/d3d11] [  3]     row_major float3x3 _55_m0 : packoffset(c0);
[   2.708][d][vo/gpu/d3d11] [  4]     float3 _55_m1 : packoffset(c3);
[   2.708][d][vo/gpu/d3d11] [  5]     float2 _55_m2 : packoffset(c4);
[   2.708][d][vo/gpu/d3d11] [  6]     row_major float2x2 _55_m3 : packoffset(c5);
[   2.708][d][vo/gpu/d3d11] [  7]     float2 _55_m4 : packoffset(c7);
[   2.708][d][vo/gpu/d3d11] [  8]     float2 _55_m5 : packoffset(c7.z);
[   2.708][d][vo/gpu/d3d11] [  9]     float2 _55_m6 : packoffset(c8);
[   2.708][d][vo/gpu/d3d11] [ 10]     row_major float2x2 _55_m7 : packoffset(c9);
[   2.708][d][vo/gpu/d3d11] [ 11]     float2 _55_m8 : packoffset(c11);
[   2.708][d][vo/gpu/d3d11] [ 12]     float2 _55_m9 : packoffset(c11.z);
[   2.708][d][vo/gpu/d3d11] [ 13] };
[   2.708][d][vo/gpu/d3d11] [ 14] 
[   2.708][d][vo/gpu/d3d11] [ 15] Texture2D<float4> _16 : register(t0);
[   2.708][d][vo/gpu/d3d11] [ 16] SamplerState __16_sampler : register(s0);
[   2.708][d][vo/gpu/d3d11] [ 17] Texture2D<float4> _34 : register(t1);
[   2.708][d][vo/gpu/d3d11] [ 18] SamplerState __34_sampler : register(s1);
[   2.708][d][vo/gpu/d3d11] [ 19] 
[   2.708][d][vo/gpu/d3d11] [ 20] static float2 _20;
[   2.708][d][vo/gpu/d3d11] [ 21] static float2 _36;
[   2.708][d][vo/gpu/d3d11] [ 22] static float4 _78;
[   2.708][d][vo/gpu/d3d11] [ 23] 
[   2.708][d][vo/gpu/d3d11] [ 24] struct SPIRV_Cross_Input
[   2.708][d][vo/gpu/d3d11] [ 25] {
[   2.708][d][vo/gpu/d3d11] [ 26]     float2 _20 : TEXCOORD1;
[   2.708][d][vo/gpu/d3d11] [ 27]     float2 _36 : TEXCOORD2;
[   2.708][d][vo/gpu/d3d11] [ 28] };
[   2.708][d][vo/gpu/d3d11] [ 29] 
[   2.708][d][vo/gpu/d3d11] [ 30] struct SPIRV_Cross_Output
[   2.708][d][vo/gpu/d3d11] [ 31] {
[   2.708][d][vo/gpu/d3d11] [ 32]     float4 _78 : SV_Target0;
[   2.708][d][vo/gpu/d3d11] [ 33] };
[   2.708][d][vo/gpu/d3d11] [ 34] 
[   2.708][d][vo/gpu/d3d11] [ 35] float4 _84;
[   2.708][d][vo/gpu/d3d11] [ 36] 
[   2.708][d][vo/gpu/d3d11] [ 37] void frag_main()
[   2.708][d][vo/gpu/d3d11] [ 38] {
[   2.708][d][vo/gpu/d3d11] [ 39]     float4 _81 = _84;
[   2.708][d][vo/gpu/d3d11] [ 40]     _81.x = _16.Sample(__16_sampler, _20).x;
[   2.708][d][vo/gpu/d3d11] [ 41]     float2 _45 = _34.Sample(__34_sampler, _36).xy * 1.0f;
[   2.708][d][vo/gpu/d3d11] [ 42]     float3 _72 = mul(float4(_81.x, _45.x, _45.y, _81.w).xyz, _55_m0) + _55_m1;
[   2.708][d][vo/gpu/d3d11] [ 43]     float4 _83 = float4(_72.x, _72.y, _72.z, _81.x);
[   2.708][d][vo/gpu/d3d11] [ 44]     _83.w = 1.0f;
[   2.708][d][vo/gpu/d3d11] [ 45]     _78 = _83;
[   2.708][d][vo/gpu/d3d11] [ 46] }
[   2.708][d][vo/gpu/d3d11] [ 47] 
[   2.708][d][vo/gpu/d3d11] [ 48] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.708][d][vo/gpu/d3d11] [ 49] {
[   2.708][d][vo/gpu/d3d11] [ 50]     _20 = stage_input._20;
[   2.708][d][vo/gpu/d3d11] [ 51]     _36 = stage_input._36;
[   2.708][d][vo/gpu/d3d11] [ 52]     frag_main();
[   2.708][d][vo/gpu/d3d11] [ 53]     SPIRV_Cross_Output stage_output;
[   2.708][d][vo/gpu/d3d11] [ 54]     stage_output._78 = _78;
[   2.708][d][vo/gpu/d3d11] [ 55]     return stage_output;
[   2.708][d][vo/gpu/d3d11] [ 56] }
[   2.709][d][vo/gpu] Resizing texture: 1920x1080
[   2.711][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.712][v][vo/gpu/d3d11] Compiled a vertex shader in 2985us
[   2.712][v][vo/gpu/d3d11] shaderc: 1483us, SPIRV-Cross: 85us, D3DCompile: 1417us
[   2.712][d][vo/gpu/d3d11] GLSL source:
[   2.712][d][vo/gpu/d3d11] [  1] #version 450
[   2.712][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.712][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.712][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.712][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.712][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   2.712][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   2.712][d][vo/gpu/d3d11] [  8] void main() {
[   2.712][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.712][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   2.712][d][vo/gpu/d3d11] [ 11] }
[   2.712][d][vo/gpu/d3d11] HLSL source:
[   2.712][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.712][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.712][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.712][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.712][d][vo/gpu/d3d11] [  5] 
[   2.712][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   2.712][d][vo/gpu/d3d11] [  7] {
[   2.712][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   2.712][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   2.712][d][vo/gpu/d3d11] [ 10] };
[   2.712][d][vo/gpu/d3d11] [ 11] 
[   2.712][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   2.712][d][vo/gpu/d3d11] [ 13] {
[   2.712][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   2.712][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   2.712][d][vo/gpu/d3d11] [ 16] };
[   2.712][d][vo/gpu/d3d11] [ 17] 
[   2.712][d][vo/gpu/d3d11] [ 18] void vert_main()
[   2.712][d][vo/gpu/d3d11] [ 19] {
[   2.712][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.712][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   2.712][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   2.712][d][vo/gpu/d3d11] [ 23] }
[   2.712][d][vo/gpu/d3d11] [ 24] 
[   2.712][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.712][d][vo/gpu/d3d11] [ 26] {
[   2.712][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   2.712][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   2.712][d][vo/gpu/d3d11] [ 29]     vert_main();
[   2.712][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   2.712][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   2.712][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   2.712][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   2.712][d][vo/gpu/d3d11] [ 34] }
[   2.714][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.717][v][vo/gpu/d3d11] Compiled a fragment shader in 4756us
[   2.717][v][vo/gpu/d3d11] shaderc: 1930us, SPIRV-Cross: 145us, D3DCompile: 2681us
[   2.717][d][vo/gpu/d3d11] GLSL source:
[   2.717][d][vo/gpu/d3d11] [  1] #version 450
[   2.717][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.717][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.717][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.717][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.717][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   2.717][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   2.717][d][vo/gpu/d3d11] [  8] layout(offset=0) vec2 texture_size0;
[   2.717][d][vo/gpu/d3d11] [  9] layout(offset=16) mat2 texture_rot0;
[   2.717][d][vo/gpu/d3d11] [ 10] layout(offset=48) vec2 texture_off0;
[   2.717][d][vo/gpu/d3d11] [ 11] layout(offset=56) vec2 pixel_size0;
[   2.717][d][vo/gpu/d3d11] [ 12] };
[   2.717][d][vo/gpu/d3d11] [ 13] layout(binding=0) uniform sampler2D texture0;
[   2.717][d][vo/gpu/d3d11] [ 14] void main() {
[   2.717][d][vo/gpu/d3d11] [ 15] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.717][d][vo/gpu/d3d11] [ 16] color.rgb = 1.000000 * vec4(texture(texture0, texcoord0)).rgb;
[   2.717][d][vo/gpu/d3d11] [ 17] // scaler pre-conversion
[   2.717][d][vo/gpu/d3d11] [ 18] // linearize
[   2.717][d][vo/gpu/d3d11] [ 19] color.rgb = clamp(color.rgb, 0.0, 1.0);
[   2.717][d][vo/gpu/d3d11] [ 20] color.rgb = pow(color.rgb, vec3(2.4));
[   2.717][d][vo/gpu/d3d11] [ 21] color.rgb *= vec3(1.0/1.000000);
[   2.717][d][vo/gpu/d3d11] [ 22] // main scaling
[   2.717][d][vo/gpu/d3d11] [ 23] out_color = color;
[   2.717][d][vo/gpu/d3d11] [ 24] }
[   2.717][d][vo/gpu/d3d11] HLSL source:
[   2.717][d][vo/gpu/d3d11] [  1] Texture2D<float4> _16 : register(t0);
[   2.717][d][vo/gpu/d3d11] [  2] SamplerState __16_sampler : register(s0);
[   2.717][d][vo/gpu/d3d11] [  3] 
[   2.717][d][vo/gpu/d3d11] [  4] static float2 _20;
[   2.717][d][vo/gpu/d3d11] [  5] static float4 _54;
[   2.717][d][vo/gpu/d3d11] [  6] 
[   2.717][d][vo/gpu/d3d11] [  7] struct SPIRV_Cross_Input
[   2.717][d][vo/gpu/d3d11] [  8] {
[   2.717][d][vo/gpu/d3d11] [  9]     float2 _20 : TEXCOORD1;
[   2.717][d][vo/gpu/d3d11] [ 10] };
[   2.717][d][vo/gpu/d3d11] [ 11] 
[   2.717][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   2.717][d][vo/gpu/d3d11] [ 13] {
[   2.717][d][vo/gpu/d3d11] [ 14]     float4 _54 : SV_Target0;
[   2.717][d][vo/gpu/d3d11] [ 15] };
[   2.717][d][vo/gpu/d3d11] [ 16] 
[   2.717][d][vo/gpu/d3d11] [ 17] void frag_main()
[   2.717][d][vo/gpu/d3d11] [ 18] {
[   2.717][d][vo/gpu/d3d11] [ 19]     float3 _44 = pow(clamp((_16.Sample(__16_sampler, _20).xyz * 1.0f).xyz, 0.0f.xxx, 1.0f.xxx).xyz, 2.400000095367431640625f.xxx);
[   2.717][d][vo/gpu/d3d11] [ 20]     _54 = float4(_44.x, _44.y, _44.z, float4(0.0f, 0.0f, 0.0f, 1.0f).w);
[   2.717][d][vo/gpu/d3d11] [ 21] }
[   2.717][d][vo/gpu/d3d11] [ 22] 
[   2.717][d][vo/gpu/d3d11] [ 23] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.717][d][vo/gpu/d3d11] [ 24] {
[   2.717][d][vo/gpu/d3d11] [ 25]     _20 = stage_input._20;
[   2.717][d][vo/gpu/d3d11] [ 26]     frag_main();
[   2.717][d][vo/gpu/d3d11] [ 27]     SPIRV_Cross_Output stage_output;
[   2.717][d][vo/gpu/d3d11] [ 28]     stage_output._54 = _54;
[   2.717][d][vo/gpu/d3d11] [ 29]     return stage_output;
[   2.717][d][vo/gpu/d3d11] [ 30] }
[   2.718][d][vo/gpu] Resizing texture: 1920x1001
[   2.719][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.721][v][vo/gpu/d3d11] Compiled a vertex shader in 2939us
[   2.721][v][vo/gpu/d3d11] shaderc: 1455us, SPIRV-Cross: 84us, D3DCompile: 1400us
[   2.721][d][vo/gpu/d3d11] GLSL source:
[   2.721][d][vo/gpu/d3d11] [  1] #version 450
[   2.721][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.721][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.721][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.721][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.721][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   2.721][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   2.721][d][vo/gpu/d3d11] [  8] void main() {
[   2.721][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.721][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   2.721][d][vo/gpu/d3d11] [ 11] }
[   2.721][d][vo/gpu/d3d11] HLSL source:
[   2.721][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.721][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.721][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.721][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.721][d][vo/gpu/d3d11] [  5] 
[   2.721][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   2.721][d][vo/gpu/d3d11] [  7] {
[   2.721][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   2.721][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   2.721][d][vo/gpu/d3d11] [ 10] };
[   2.721][d][vo/gpu/d3d11] [ 11] 
[   2.721][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   2.721][d][vo/gpu/d3d11] [ 13] {
[   2.721][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   2.721][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   2.721][d][vo/gpu/d3d11] [ 16] };
[   2.721][d][vo/gpu/d3d11] [ 17] 
[   2.721][d][vo/gpu/d3d11] [ 18] void vert_main()
[   2.721][d][vo/gpu/d3d11] [ 19] {
[   2.721][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.721][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   2.721][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   2.721][d][vo/gpu/d3d11] [ 23] }
[   2.721][d][vo/gpu/d3d11] [ 24] 
[   2.721][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.721][d][vo/gpu/d3d11] [ 26] {
[   2.721][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   2.721][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   2.721][d][vo/gpu/d3d11] [ 29]     vert_main();
[   2.721][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   2.721][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   2.721][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   2.721][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   2.721][d][vo/gpu/d3d11] [ 34] }
[   2.725][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.733][v][vo/gpu/d3d11] Compiled a fragment shader in 11625us
[   2.733][v][vo/gpu/d3d11] shaderc: 3685us, SPIRV-Cross: 415us, D3DCompile: 7525us
[   2.733][d][vo/gpu/d3d11] GLSL source:
[   2.733][d][vo/gpu/d3d11] [  1] #version 450
[   2.733][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.733][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.733][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.733][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.733][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   2.733][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   2.733][d][vo/gpu/d3d11] [  8] layout(offset=0) vec2 texture_size0;
[   2.733][d][vo/gpu/d3d11] [  9] layout(offset=16) mat2 texture_rot0;
[   2.733][d][vo/gpu/d3d11] [ 10] layout(offset=48) vec2 texture_off0;
[   2.733][d][vo/gpu/d3d11] [ 11] layout(offset=56) vec2 pixel_size0;
[   2.733][d][vo/gpu/d3d11] [ 12] };
[   2.733][d][vo/gpu/d3d11] [ 13] layout(binding=0) uniform sampler2D lut;
[   2.733][d][vo/gpu/d3d11] [ 14] layout(binding=1) uniform sampler2D texture0;
[   2.733][d][vo/gpu/d3d11] [ 15] void main() {
[   2.733][d][vo/gpu/d3d11] [ 16] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.733][d][vo/gpu/d3d11] [ 17] #undef tex
[   2.733][d][vo/gpu/d3d11] [ 18] #undef texmap
[   2.733][d][vo/gpu/d3d11] [ 19] #define tex texture0
[   2.733][d][vo/gpu/d3d11] [ 20] #define texmap texmap0
[   2.733][d][vo/gpu/d3d11] [ 21] vec2 pos = texcoord0;
[   2.733][d][vo/gpu/d3d11] [ 22] vec2 size = texture_size0;
[   2.733][d][vo/gpu/d3d11] [ 23] vec2 pt = pixel_size0;
[   2.733][d][vo/gpu/d3d11] [ 24] // first pass
[   2.733][d][vo/gpu/d3d11] [ 25] color = vec4(0.0);
[   2.733][d][vo/gpu/d3d11] [ 26] {
[   2.733][d][vo/gpu/d3d11] [ 27] vec2 dir = vec2(0.0, 1.0);
[   2.733][d][vo/gpu/d3d11] [ 28] pt *= dir;
[   2.733][d][vo/gpu/d3d11] [ 29] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[   2.733][d][vo/gpu/d3d11] [ 30] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[   2.733][d][vo/gpu/d3d11] [ 31] vec4 c;
[   2.733][d][vo/gpu/d3d11] [ 32] float ypos = LUT_POS(fcoord, 64.0);
[   2.733][d][vo/gpu/d3d11] [ 33] float weights[6];
[   2.733][d][vo/gpu/d3d11] [ 34] c = texture(lut, vec2(0.250000, ypos));
[   2.733][d][vo/gpu/d3d11] [ 35] weights[0] = c[0];
[   2.733][d][vo/gpu/d3d11] [ 36] weights[1] = c[1];
[   2.733][d][vo/gpu/d3d11] [ 37] weights[2] = c[2];
[   2.733][d][vo/gpu/d3d11] [ 38] weights[3] = c[3];
[   2.733][d][vo/gpu/d3d11] [ 39] c = texture(lut, vec2(0.750000, ypos));
[   2.733][d][vo/gpu/d3d11] [ 40] weights[4] = c[0];
[   2.733][d][vo/gpu/d3d11] [ 41] weights[5] = c[1];
[   2.733][d][vo/gpu/d3d11] [ 42] // scaler samples
[   2.733][d][vo/gpu/d3d11] [ 43] c = texture(tex, base + pt * vec2(0.0));
[   2.733][d][vo/gpu/d3d11] [ 44] color += vec4(weights[0]) * c;
[   2.733][d][vo/gpu/d3d11] [ 45] c = texture(tex, base + pt * vec2(1.0));
[   2.733][d][vo/gpu/d3d11] [ 46] color += vec4(weights[1]) * c;
[   2.733][d][vo/gpu/d3d11] [ 47] c = texture(tex, base + pt * vec2(2.0));
[   2.733][d][vo/gpu/d3d11] [ 48] color += vec4(weights[2]) * c;
[   2.733][d][vo/gpu/d3d11] [ 49] c = texture(tex, base + pt * vec2(3.0));
[   2.733][d][vo/gpu/d3d11] [ 50] color += vec4(weights[3]) * c;
[   2.733][d][vo/gpu/d3d11] [ 51] c = texture(tex, base + pt * vec2(4.0));
[   2.733][d][vo/gpu/d3d11] [ 52] color += vec4(weights[4]) * c;
[   2.733][d][vo/gpu/d3d11] [ 53] c = texture(tex, base + pt * vec2(5.0));
[   2.733][d][vo/gpu/d3d11] [ 54] color += vec4(weights[5]) * c;
[   2.733][d][vo/gpu/d3d11] [ 55] }
[   2.733][d][vo/gpu/d3d11] [ 56] color *= 1.000000;
[   2.733][d][vo/gpu/d3d11] [ 57] out_color = color;
[   2.733][d][vo/gpu/d3d11] [ 58] }
[   2.733][d][vo/gpu/d3d11] HLSL source:
[   2.733][d][vo/gpu/d3d11] [  1] cbuffer _21_23 : register(b0)
[   2.733][d][vo/gpu/d3d11] [  2] {
[   2.733][d][vo/gpu/d3d11] [  3]     float2 _23_m0 : packoffset(c0);
[   2.733][d][vo/gpu/d3d11] [  4]     row_major float2x2 _23_m1 : packoffset(c1);
[   2.733][d][vo/gpu/d3d11] [  5]     float2 _23_m2 : packoffset(c3);
[   2.733][d][vo/gpu/d3d11] [  6]     float2 _23_m3 : packoffset(c3.z);
[   2.733][d][vo/gpu/d3d11] [  7] };
[   2.733][d][vo/gpu/d3d11] [  8] 
[   2.733][d][vo/gpu/d3d11] [  9] Texture2D<float4> _70 : register(t0);
[   2.733][d][vo/gpu/d3d11] [ 10] SamplerState __70_sampler : register(s0);
[   2.733][d][vo/gpu/d3d11] [ 11] Texture2D<float4> _112 : register(t1);
[   2.733][d][vo/gpu/d3d11] [ 12] SamplerState __112_sampler : register(s1);
[   2.733][d][vo/gpu/d3d11] [ 13] 
[   2.733][d][vo/gpu/d3d11] [ 14] static float2 _17;
[   2.733][d][vo/gpu/d3d11] [ 15] static float4 _202;
[   2.733][d][vo/gpu/d3d11] [ 16] 
[   2.733][d][vo/gpu/d3d11] [ 17] struct SPIRV_Cross_Input
[   2.733][d][vo/gpu/d3d11] [ 18] {
[   2.733][d][vo/gpu/d3d11] [ 19]     float2 _17 : TEXCOORD1;
[   2.733][d][vo/gpu/d3d11] [ 20] };
[   2.733][d][vo/gpu/d3d11] [ 21] 
[   2.733][d][vo/gpu/d3d11] [ 22] struct SPIRV_Cross_Output
[   2.733][d][vo/gpu/d3d11] [ 23] {
[   2.733][d][vo/gpu/d3d11] [ 24]     float4 _202 : SV_Target0;
[   2.733][d][vo/gpu/d3d11] [ 25] };
[   2.733][d][vo/gpu/d3d11] [ 26] 
[   2.733][d][vo/gpu/d3d11] [ 27] void frag_main()
[   2.733][d][vo/gpu/d3d11] [ 28] {
[   2.733][d][vo/gpu/d3d11] [ 29]     float2 _38 = _23_m3 * float2(0.0f, 1.0f);
[   2.733][d][vo/gpu/d3d11] [ 30]     float2 _47 = frac((_17 * _23_m0) - 0.5f.xx);
[   2.733][d][vo/gpu/d3d11] [ 31]     float _49 = _47.y;
[   2.733][d][vo/gpu/d3d11] [ 32]     float2 _59 = _23_m3 * float2(0.0f, 2.0f);
[   2.733][d][vo/gpu/d3d11] [ 33]     float2 _60 = (_17 - (_38 * _49)) - _59;
[   2.733][d][vo/gpu/d3d11] [ 34]     float _65 = lerp(0.0078125f, 0.9921875f, _49);
[   2.733][d][vo/gpu/d3d11] [ 35]     float4 _75 = _70.Sample(__70_sampler, float2(0.25f, _65));
[   2.733][d][vo/gpu/d3d11] [ 36]     float4 _103 = _70.Sample(__70_sampler, float2(0.75f, _65));
[   2.733][d][vo/gpu/d3d11] [ 37]     _202 = ((((((_75.x.xxxx * _112.Sample(__112_sampler, _60)) + (_75.y.xxxx * _112.Sample(__112_sampler, _60 + _38))) + (_75.z.xxxx * _112.Sample(__112_sampler, _60 + _59))) + (_75.w.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(0.0f, 3.0f))))) + (_103.x.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(0.0f, 4.0f))))) + (_103.y.xxxx * _112.Sample(__112_sampler, _60 + (_23_m3 * float2(0.0f, 5.0f))))) * 1.0f;
[   2.733][d][vo/gpu/d3d11] [ 38] }
[   2.733][d][vo/gpu/d3d11] [ 39] 
[   2.733][d][vo/gpu/d3d11] [ 40] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.733][d][vo/gpu/d3d11] [ 41] {
[   2.733][d][vo/gpu/d3d11] [ 42]     _17 = stage_input._17;
[   2.733][d][vo/gpu/d3d11] [ 43]     frag_main();
[   2.733][d][vo/gpu/d3d11] [ 44]     SPIRV_Cross_Output stage_output;
[   2.733][d][vo/gpu/d3d11] [ 45]     stage_output._202 = _202;
[   2.733][d][vo/gpu/d3d11] [ 46]     return stage_output;
[   2.733][d][vo/gpu/d3d11] [ 47] }
[   2.734][v][vo/gpu] Detected ICC profile contrast: inf
[   2.734][w][vo/gpu] ICC profile detected contrast very high (>100000), falling back to contrast 1000 for sanity. Set the icc-contrast option to silence this warning.
[   2.790][v][vo/gpu] Dither to 8.
[   2.836][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.838][v][vo/gpu/d3d11] Compiled a vertex shader in 3012us
[   2.838][v][vo/gpu/d3d11] shaderc: 1480us, SPIRV-Cross: 87us, D3DCompile: 1445us
[   2.838][d][vo/gpu/d3d11] GLSL source:
[   2.838][d][vo/gpu/d3d11] [  1] #version 450
[   2.838][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.838][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.838][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.838][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.838][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   2.838][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   2.838][d][vo/gpu/d3d11] [  8] void main() {
[   2.838][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.838][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   2.838][d][vo/gpu/d3d11] [ 11] }
[   2.838][d][vo/gpu/d3d11] HLSL source:
[   2.838][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.838][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.838][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.838][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.838][d][vo/gpu/d3d11] [  5] 
[   2.838][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   2.838][d][vo/gpu/d3d11] [  7] {
[   2.838][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   2.838][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   2.838][d][vo/gpu/d3d11] [ 10] };
[   2.838][d][vo/gpu/d3d11] [ 11] 
[   2.838][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   2.838][d][vo/gpu/d3d11] [ 13] {
[   2.838][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   2.838][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   2.838][d][vo/gpu/d3d11] [ 16] };
[   2.838][d][vo/gpu/d3d11] [ 17] 
[   2.838][d][vo/gpu/d3d11] [ 18] void vert_main()
[   2.838][d][vo/gpu/d3d11] [ 19] {
[   2.838][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.838][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   2.838][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   2.838][d][vo/gpu/d3d11] [ 23] }
[   2.838][d][vo/gpu/d3d11] [ 24] 
[   2.838][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.838][d][vo/gpu/d3d11] [ 26] {
[   2.838][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   2.838][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   2.838][d][vo/gpu/d3d11] [ 29]     vert_main();
[   2.838][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   2.838][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   2.838][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   2.838][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   2.838][d][vo/gpu/d3d11] [ 34] }
[   2.843][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.858][v][vo/gpu/d3d11] Compiled a fragment shader in 19628us
[   2.858][v][vo/gpu/d3d11] shaderc: 5366us, SPIRV-Cross: 599us, D3DCompile: 13663us
[   2.858][d][vo/gpu/d3d11] GLSL source:
[   2.858][d][vo/gpu/d3d11] [  1] #version 450
[   2.858][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.858][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.858][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.858][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.858][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   2.858][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   2.858][d][vo/gpu/d3d11] [  8] layout(offset=0) vec3 src_luma;
[   2.858][d][vo/gpu/d3d11] [  9] layout(offset=16) vec3 dst_luma;
[   2.858][d][vo/gpu/d3d11] [ 10] layout(offset=32) vec2 texture_size0;
[   2.858][d][vo/gpu/d3d11] [ 11] layout(offset=48) mat2 texture_rot0;
[   2.858][d][vo/gpu/d3d11] [ 12] layout(offset=80) vec2 texture_off0;
[   2.858][d][vo/gpu/d3d11] [ 13] layout(offset=88) vec2 pixel_size0;
[   2.858][d][vo/gpu/d3d11] [ 14] };
[   2.858][d][vo/gpu/d3d11] [ 15] layout(binding=0) uniform sampler2D lut;
[   2.858][d][vo/gpu/d3d11] [ 16] layout(binding=1) uniform sampler3D lut_3d;
[   2.858][d][vo/gpu/d3d11] [ 17] layout(binding=2) uniform sampler2D dither;
[   2.858][d][vo/gpu/d3d11] [ 18] layout(binding=3) uniform sampler2D texture0;
[   2.858][d][vo/gpu/d3d11] [ 19] void main() {
[   2.858][d][vo/gpu/d3d11] [ 20] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.858][d][vo/gpu/d3d11] [ 21] #undef tex
[   2.858][d][vo/gpu/d3d11] [ 22] #undef texmap
[   2.858][d][vo/gpu/d3d11] [ 23] #define tex texture0
[   2.858][d][vo/gpu/d3d11] [ 24] #define texmap texmap0
[   2.858][d][vo/gpu/d3d11] [ 25] vec2 pos = texcoord0;
[   2.858][d][vo/gpu/d3d11] [ 26] vec2 size = texture_size0;
[   2.858][d][vo/gpu/d3d11] [ 27] vec2 pt = pixel_size0;
[   2.858][d][vo/gpu/d3d11] [ 28] color = vec4(0.0);
[   2.858][d][vo/gpu/d3d11] [ 29] {
[   2.858][d][vo/gpu/d3d11] [ 30] vec2 dir = vec2(1.0, 0.0);
[   2.858][d][vo/gpu/d3d11] [ 31] pt *= dir;
[   2.858][d][vo/gpu/d3d11] [ 32] float fcoord = dot(fract(pos * size - vec2(0.5)), dir);
[   2.858][d][vo/gpu/d3d11] [ 33] vec2 base = pos - fcoord * pt - pt * vec2(2.0);
[   2.858][d][vo/gpu/d3d11] [ 34] vec4 c;
[   2.858][d][vo/gpu/d3d11] [ 35] float ypos = LUT_POS(fcoord, 64.0);
[   2.858][d][vo/gpu/d3d11] [ 36] float weights[6];
[   2.858][d][vo/gpu/d3d11] [ 37] c = texture(lut, vec2(0.250000, ypos));
[   2.858][d][vo/gpu/d3d11] [ 38] weights[0] = c[0];
[   2.858][d][vo/gpu/d3d11] [ 39] weights[1] = c[1];
[   2.858][d][vo/gpu/d3d11] [ 40] weights[2] = c[2];
[   2.858][d][vo/gpu/d3d11] [ 41] weights[3] = c[3];
[   2.858][d][vo/gpu/d3d11] [ 42] c = texture(lut, vec2(0.750000, ypos));
[   2.858][d][vo/gpu/d3d11] [ 43] weights[4] = c[0];
[   2.858][d][vo/gpu/d3d11] [ 44] weights[5] = c[1];
[   2.858][d][vo/gpu/d3d11] [ 45] // scaler samples
[   2.858][d][vo/gpu/d3d11] [ 46] c = texture(tex, base + pt * vec2(0.0));
[   2.858][d][vo/gpu/d3d11] [ 47] color += vec4(weights[0]) * c;
[   2.858][d][vo/gpu/d3d11] [ 48] c = texture(tex, base + pt * vec2(1.0));
[   2.858][d][vo/gpu/d3d11] [ 49] color += vec4(weights[1]) * c;
[   2.858][d][vo/gpu/d3d11] [ 50] c = texture(tex, base + pt * vec2(2.0));
[   2.858][d][vo/gpu/d3d11] [ 51] color += vec4(weights[2]) * c;
[   2.858][d][vo/gpu/d3d11] [ 52] c = texture(tex, base + pt * vec2(3.0));
[   2.858][d][vo/gpu/d3d11] [ 53] color += vec4(weights[3]) * c;
[   2.858][d][vo/gpu/d3d11] [ 54] c = texture(tex, base + pt * vec2(4.0));
[   2.858][d][vo/gpu/d3d11] [ 55] color += vec4(weights[4]) * c;
[   2.858][d][vo/gpu/d3d11] [ 56] c = texture(tex, base + pt * vec2(5.0));
[   2.858][d][vo/gpu/d3d11] [ 57] color += vec4(weights[5]) * c;
[   2.858][d][vo/gpu/d3d11] [ 58] }
[   2.858][d][vo/gpu/d3d11] [ 59] color.a = 1.000000;
[   2.858][d][vo/gpu/d3d11] [ 60] // scaler post-conversion
[   2.858][d][vo/gpu/d3d11] [ 61] // color mapping
[   2.858][d][vo/gpu/d3d11] [ 62] color.rgb *= vec3(1.000000);
[   2.858][d][vo/gpu/d3d11] [ 63] color.rgb *= vec3(1.000000);
[   2.858][d][vo/gpu/d3d11] [ 64] // delinearize
[   2.858][d][vo/gpu/d3d11] [ 65] color.rgb = clamp(color.rgb, 0.0, 1.0);
[   2.858][d][vo/gpu/d3d11] [ 66] color.rgb *= vec3(1.000000);
[   2.858][d][vo/gpu/d3d11] [ 67] color.rgb = pow(color.rgb, vec3(1.0/2.4));
[   2.858][d][vo/gpu/d3d11] [ 68] vec3 cpos;
[   2.858][d][vo/gpu/d3d11] [ 69] cpos[0] = LUT_POS(color[0], 64.0);
[   2.858][d][vo/gpu/d3d11] [ 70] cpos[1] = LUT_POS(color[1], 64.0);
[   2.858][d][vo/gpu/d3d11] [ 71] cpos[2] = LUT_POS(color[2], 64.0);
[   2.858][d][vo/gpu/d3d11] [ 72] color.rgb = tex3D(lut_3d, cpos).rgb;
[   2.858][d][vo/gpu/d3d11] [ 73] // dithering
[   2.858][d][vo/gpu/d3d11] [ 74] vec2 dither_pos = gl_FragCoord.xy * 1.0/64.0;
[   2.858][d][vo/gpu/d3d11] [ 75] float dither_value = texture(dither, dither_pos).r;
[   2.858][d][vo/gpu/d3d11] [ 76] color = floor(color * 255.0 + dither_value + 0.5 / 4096.0) * 1.0/255.0;
[   2.858][d][vo/gpu/d3d11] [ 77] out_color = color;
[   2.858][d][vo/gpu/d3d11] [ 78] }
[   2.858][d][vo/gpu/d3d11] HLSL source:
[   2.858][d][vo/gpu/d3d11] [  1] cbuffer _22_24 : register(b0)
[   2.858][d][vo/gpu/d3d11] [  2] {
[   2.858][d][vo/gpu/d3d11] [  3]     float3 _24_m0 : packoffset(c0);
[   2.858][d][vo/gpu/d3d11] [  4]     float3 _24_m1 : packoffset(c1);
[   2.858][d][vo/gpu/d3d11] [  5]     float2 _24_m2 : packoffset(c2);
[   2.858][d][vo/gpu/d3d11] [  6]     row_major float2x2 _24_m3 : packoffset(c3);
[   2.858][d][vo/gpu/d3d11] [  7]     float2 _24_m4 : packoffset(c5);
[   2.858][d][vo/gpu/d3d11] [  8]     float2 _24_m5 : packoffset(c5.z);
[   2.858][d][vo/gpu/d3d11] [  9] };
[   2.858][d][vo/gpu/d3d11] [ 10] 
[   2.858][d][vo/gpu/d3d11] [ 11] Texture2D<float4> _71 : register(t0);
[   2.858][d][vo/gpu/d3d11] [ 12] SamplerState __71_sampler : register(s0);
[   2.858][d][vo/gpu/d3d11] [ 13] Texture2D<float4> _113 : register(t3);
[   2.858][d][vo/gpu/d3d11] [ 14] SamplerState __113_sampler : register(s3);
[   2.858][d][vo/gpu/d3d11] [ 15] Texture3D<float4> _248 : register(t1);
[   2.858][d][vo/gpu/d3d11] [ 16] SamplerState __248_sampler : register(s1);
[   2.858][d][vo/gpu/d3d11] [ 17] Texture2D<float4> _265 : register(t2);
[   2.858][d][vo/gpu/d3d11] [ 18] SamplerState __265_sampler : register(s2);
[   2.858][d][vo/gpu/d3d11] [ 19] 
[   2.858][d][vo/gpu/d3d11] [ 20] static float4 gl_FragCoord;
[   2.858][d][vo/gpu/d3d11] [ 21] static float2 _17;
[   2.858][d][vo/gpu/d3d11] [ 22] static float4 _284;
[   2.858][d][vo/gpu/d3d11] [ 23] 
[   2.858][d][vo/gpu/d3d11] [ 24] struct SPIRV_Cross_Input
[   2.858][d][vo/gpu/d3d11] [ 25] {
[   2.858][d][vo/gpu/d3d11] [ 26]     float2 _17 : TEXCOORD1;
[   2.858][d][vo/gpu/d3d11] [ 27]     float4 gl_FragCoord : SV_Position;
[   2.858][d][vo/gpu/d3d11] [ 28] };
[   2.858][d][vo/gpu/d3d11] [ 29] 
[   2.858][d][vo/gpu/d3d11] [ 30] struct SPIRV_Cross_Output
[   2.858][d][vo/gpu/d3d11] [ 31] {
[   2.858][d][vo/gpu/d3d11] [ 32]     float4 _284 : SV_Target0;
[   2.858][d][vo/gpu/d3d11] [ 33] };
[   2.858][d][vo/gpu/d3d11] [ 34] 
[   2.858][d][vo/gpu/d3d11] [ 35] float3 _309;
[   2.858][d][vo/gpu/d3d11] [ 36] 
[   2.858][d][vo/gpu/d3d11] [ 37] void frag_main()
[   2.858][d][vo/gpu/d3d11] [ 38] {
[   2.858][d][vo/gpu/d3d11] [ 39]     float2 _39 = _24_m5 * float2(1.0f, 0.0f);
[   2.858][d][vo/gpu/d3d11] [ 40]     float2 _48 = frac((_17 * _24_m2) - 0.5f.xx);
[   2.858][d][vo/gpu/d3d11] [ 41]     float _50 = _48.x;
[   2.858][d][vo/gpu/d3d11] [ 42]     float2 _60 = _24_m5 * float2(2.0f, 0.0f);
[   2.858][d][vo/gpu/d3d11] [ 43]     float2 _61 = (_17 - (_39 * _50)) - _60;
[   2.858][d][vo/gpu/d3d11] [ 44]     float _66 = lerp(0.0078125f, 0.9921875f, _50);
[   2.858][d][vo/gpu/d3d11] [ 45]     float4 _76 = _71.Sample(__71_sampler, float2(0.25f, _66));
[   2.858][d][vo/gpu/d3d11] [ 46]     float4 _105 = _71.Sample(__71_sampler, float2(0.75f, _66));
[   2.858][d][vo/gpu/d3d11] [ 47]     float4 _299 = (((((_76.x.xxxx * _113.Sample(__113_sampler, _61)) + (_76.y.xxxx * _113.Sample(__113_sampler, _61 + _39))) + (_76.z.xxxx * _113.Sample(__113_sampler, _61 + _60))) + (_76.w.xxxx * _113.Sample(__113_sampler, _61 + (_24_m5 * float2(3.0f, 0.0f))))) + (_105.x.xxxx * _113.Sample(__113_sampler, _61 + (_24_m5 * float2(4.0f, 0.0f))))) + (_105.y.xxxx * _113.Sample(__113_sampler, _61 + (_24_m5 * float2(5.0f, 0.0f))));
[   2.858][d][vo/gpu/d3d11] [ 48]     _299.w = 1.0f;
[   2.858][d][vo/gpu/d3d11] [ 49]     float3 _228 = pow(clamp(_299.xyz, 0.0f.xxx, 1.0f.xxx).xyz, 0.4166666567325592041015625f.xxx);
[   2.858][d][vo/gpu/d3d11] [ 50]     float3 _302 = _309;
[   2.858][d][vo/gpu/d3d11] [ 51]     _302.x = lerp(0.0078125f, 0.9921875f, _228.x);
[   2.858][d][vo/gpu/d3d11] [ 52]     float3 _305 = _302;
[   2.858][d][vo/gpu/d3d11] [ 53]     _305.y = lerp(0.0078125f, 0.9921875f, _228.y);
[   2.858][d][vo/gpu/d3d11] [ 54]     float3 _308 = _305;
[   2.858][d][vo/gpu/d3d11] [ 55]     _308.z = lerp(0.0078125f, 0.9921875f, _228.z);
[   2.858][d][vo/gpu/d3d11] [ 56]     float4 _251 = _248.Sample(__248_sampler, _308);
[   2.858][d][vo/gpu/d3d11] [ 57]     _284 = (floor(((float4(_251.x, _251.y, _251.z, _299.w) * 255.0f) + _265.Sample(__265_sampler, (gl_FragCoord.xy * 1.0f) * 0.015625f.xx).x.xxxx) + 0.0001220703125f.xxxx) * 1.0f) * 0.0039215688593685626983642578125f.xxxx;
[   2.858][d][vo/gpu/d3d11] [ 58] }
[   2.858][d][vo/gpu/d3d11] [ 59] 
[   2.858][d][vo/gpu/d3d11] [ 60] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.858][d][vo/gpu/d3d11] [ 61] {
[   2.858][d][vo/gpu/d3d11] [ 62]     gl_FragCoord = stage_input.gl_FragCoord;
[   2.858][d][vo/gpu/d3d11] [ 63]     _17 = stage_input._17;
[   2.858][d][vo/gpu/d3d11] [ 64]     frag_main();
[   2.858][d][vo/gpu/d3d11] [ 65]     SPIRV_Cross_Output stage_output;
[   2.858][d][vo/gpu/d3d11] [ 66]     stage_output._284 = _284;
[   2.858][d][vo/gpu/d3d11] [ 67]     return stage_output;
[   2.858][d][vo/gpu/d3d11] [ 68] }
[   2.859][v][cplayer] first video frame after restart shown
[   2.859][v][autoconvert] inserting resampler
[   2.860][v][swresample] format change, reinitializing resampler
[   2.860][d][osc] osc_init 
[   2.860][v][swresample] 48000Hz stereo s32 -> 48000Hz stereo float
[   2.860][v][af] [out] 48000Hz stereo 2ch float
[   2.860][d][cplayer] Run command: script-binding, flags=73, args=[osc/__keybinding1]
[   2.860][d][cplayer] Run command: define-section, flags=64, args=[input_autospeedwin, y script-binding autospeedwin/autospeedwin
[   2.860][d][cplayer] , default]
[   2.860][d][cplayer] Run command: enable-section, flags=64, args=[input_autospeedwin, allow-hide-cursor+allow-vo-dragging]
[   2.860][d][cplayer] Run command: define-section, flags=64, args=[input_forced_autospeedwin, , force]
[   2.860][d][cplayer] Run command: enable-section, flags=64, args=[input_forced_autospeedwin, allow-hide-cursor+allow-vo-dragging]
[   2.860][v][cplayer] starting audio playback
[   2.861][v][cplayer] playback restart complete @ 0.000000
[   2.861][e][autospeedwin] Command subprocess: argument args has incompatible type.
[   2.867][d][cplayer] Run command: enable-section, flags=64, args=[input, ]
[   2.872][d][lavf] reading packet for sub
[   2.872][d][lavf] reading packet for sub
[   2.872][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   2.872][d][lavf] reading packet for sub
[   2.872][d][lavf] reading packet for sub
[   2.905][d][lavf] reading packet for sub
[   2.909][v][osd/libass] fontselect: (mpv-osd-symbols, 400, 0) -> mpv-osd-symbols-Regular, 0, mpv-osd-symbols-Regular
[   2.911][v][vo/gpu] Reallocating OSD texture to 2048x256.
[   2.912][d][lavf] reading packet for sub
[   2.912][d][lavf] reading packet for sub
[   2.912][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   2.912][d][lavf] reading packet for sub
[   2.913][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.915][v][vo/gpu/d3d11] Compiled a vertex shader in 3376us
[   2.915][v][vo/gpu/d3d11] shaderc: 1533us, SPIRV-Cross: 97us, D3DCompile: 1746us
[   2.915][d][vo/gpu/d3d11] GLSL source:
[   2.915][d][vo/gpu/d3d11] [  1] #version 450
[   2.915][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.915][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.915][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.915][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   2.915][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord;
[   2.915][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord;
[   2.915][d][vo/gpu/d3d11] [  8] layout(location=2) in vec4 vertex_ass_color;
[   2.915][d][vo/gpu/d3d11] [  9] layout(location=2) out vec4 ass_color;
[   2.915][d][vo/gpu/d3d11] [ 10] void main() {
[   2.915][d][vo/gpu/d3d11] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   2.915][d][vo/gpu/d3d11] [ 12] texcoord = vertex_texcoord;
[   2.915][d][vo/gpu/d3d11] [ 13] ass_color = vertex_ass_color;
[   2.915][d][vo/gpu/d3d11] [ 14] }
[   2.915][d][vo/gpu/d3d11] HLSL source:
[   2.915][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   2.915][d][vo/gpu/d3d11] [  2] static float2 _18;
[   2.915][d][vo/gpu/d3d11] [  3] static float2 _27;
[   2.915][d][vo/gpu/d3d11] [  4] static float2 _28;
[   2.915][d][vo/gpu/d3d11] [  5] static float4 _30;
[   2.915][d][vo/gpu/d3d11] [  6] static float4 _32;
[   2.915][d][vo/gpu/d3d11] [  7] 
[   2.915][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   2.915][d][vo/gpu/d3d11] [  9] {
[   2.915][d][vo/gpu/d3d11] [ 10]     float2 _18 : TEXCOORD0;
[   2.915][d][vo/gpu/d3d11] [ 11]     float2 _28 : TEXCOORD1;
[   2.915][d][vo/gpu/d3d11] [ 12]     float4 _32 : TEXCOORD2;
[   2.915][d][vo/gpu/d3d11] [ 13] };
[   2.915][d][vo/gpu/d3d11] [ 14] 
[   2.915][d][vo/gpu/d3d11] [ 15] struct SPIRV_Cross_Output
[   2.915][d][vo/gpu/d3d11] [ 16] {
[   2.915][d][vo/gpu/d3d11] [ 17]     float2 _27 : TEXCOORD1;
[   2.915][d][vo/gpu/d3d11] [ 18]     float4 _30 : TEXCOORD2;
[   2.916][d][vo/gpu/d3d11] [ 19]     float4 gl_Position : SV_Position;
[   2.916][d][vo/gpu/d3d11] [ 20] };
[   2.916][d][vo/gpu/d3d11] [ 21] 
[   2.916][d][vo/gpu/d3d11] [ 22] void vert_main()
[   2.916][d][vo/gpu/d3d11] [ 23] {
[   2.916][d][vo/gpu/d3d11] [ 24]     gl_Position = float4(_18, 1.0f, 1.0f);
[   2.916][d][vo/gpu/d3d11] [ 25]     _27 = _28;
[   2.916][d][vo/gpu/d3d11] [ 26]     _30 = _32;
[   2.916][d][vo/gpu/d3d11] [ 27]     gl_Position.y = -gl_Position.y;
[   2.916][d][vo/gpu/d3d11] [ 28] }
[   2.916][d][vo/gpu/d3d11] [ 29] 
[   2.916][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.916][d][vo/gpu/d3d11] [ 31] {
[   2.916][d][vo/gpu/d3d11] [ 32]     _18 = stage_input._18;
[   2.916][d][vo/gpu/d3d11] [ 33]     _28 = stage_input._28;
[   2.916][d][vo/gpu/d3d11] [ 34]     _32 = stage_input._32;
[   2.916][d][vo/gpu/d3d11] [ 35]     vert_main();
[   2.916][d][vo/gpu/d3d11] [ 36]     SPIRV_Cross_Output stage_output;
[   2.916][d][vo/gpu/d3d11] [ 37]     stage_output.gl_Position = gl_Position;
[   2.916][d][vo/gpu/d3d11] [ 38]     stage_output._27 = _27;
[   2.916][d][vo/gpu/d3d11] [ 39]     stage_output._30 = _30;
[   2.916][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   2.916][d][vo/gpu/d3d11] [ 41] }
[   2.919][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   2.925][v][vo/gpu/d3d11] Compiled a fragment shader in 9276us
[   2.925][v][vo/gpu/d3d11] shaderc: 3275us, SPIRV-Cross: 349us, D3DCompile: 5652us
[   2.925][d][vo/gpu/d3d11] GLSL source:
[   2.925][d][vo/gpu/d3d11] [  1] #version 450
[   2.925][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   2.925][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   2.925][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   2.925][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   2.925][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord;
[   2.925][d][vo/gpu/d3d11] [  7] layout(location=2) in vec4 ass_color;
[   2.925][d][vo/gpu/d3d11] [  8] layout(std140, binding=0) uniform UBO {
[   2.925][d][vo/gpu/d3d11] [  9] layout(offset=0) vec3 src_luma;
[   2.925][d][vo/gpu/d3d11] [ 10] layout(offset=16) vec3 dst_luma;
[   2.925][d][vo/gpu/d3d11] [ 11] };
[   2.925][d][vo/gpu/d3d11] [ 12] layout(binding=0) uniform sampler2D osdtex;
[   2.925][d][vo/gpu/d3d11] [ 13] layout(binding=1) uniform sampler3D lut_3d;
[   2.925][d][vo/gpu/d3d11] [ 14] void main() {
[   2.925][d][vo/gpu/d3d11] [ 15] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   2.925][d][vo/gpu/d3d11] [ 16] color = vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);
[   2.925][d][vo/gpu/d3d11] [ 17] // color mapping
[   2.925][d][vo/gpu/d3d11] [ 18] // linearize
[   2.925][d][vo/gpu/d3d11] [ 19] color.rgb = clamp(color.rgb, 0.0, 1.0);
[   2.925][d][vo/gpu/d3d11] [ 20] color.rgb = mix(color.rgb * vec3(1.0/12.92), pow((color.rgb + vec3(0.055))/vec3(1.055), vec3(2.4)), lessThan(vec3(0.04045), color.rgb));
[   2.925][d][vo/gpu/d3d11] [ 21] color.rgb *= vec3(1.0/1.000000);
[   2.925][d][vo/gpu/d3d11] [ 22] color.rgb *= vec3(1.000000);
[   2.925][d][vo/gpu/d3d11] [ 23] color.rgb *= vec3(1.000000);
[   2.925][d][vo/gpu/d3d11] [ 24] // delinearize
[   2.925][d][vo/gpu/d3d11] [ 25] color.rgb = clamp(color.rgb, 0.0, 1.0);
[   2.925][d][vo/gpu/d3d11] [ 26] color.rgb *= vec3(1.000000);
[   2.925][d][vo/gpu/d3d11] [ 27] color.rgb = pow(color.rgb, vec3(1.0/2.4));
[   2.925][d][vo/gpu/d3d11] [ 28] vec3 cpos;
[   2.925][d][vo/gpu/d3d11] [ 29] cpos[0] = LUT_POS(color[0], 64.0);
[   2.925][d][vo/gpu/d3d11] [ 30] cpos[1] = LUT_POS(color[1], 64.0);
[   2.925][d][vo/gpu/d3d11] [ 31] cpos[2] = LUT_POS(color[2], 64.0);
[   2.925][d][vo/gpu/d3d11] [ 32] color.rgb = tex3D(lut_3d, cpos).rgb;
[   2.925][d][vo/gpu/d3d11] [ 33] out_color = color;
[   2.925][d][vo/gpu/d3d11] [ 34] }
[   2.925][d][vo/gpu/d3d11] HLSL source:
[   2.925][d][vo/gpu/d3d11] [  1] Texture2D<float4> _26 : register(t0);
[   2.925][d][vo/gpu/d3d11] [  2] SamplerState __26_sampler : register(s0);
[   2.925][d][vo/gpu/d3d11] [  3] Texture3D<float4> _130 : register(t1);
[   2.925][d][vo/gpu/d3d11] [  4] SamplerState __130_sampler : register(s1);
[   2.925][d][vo/gpu/d3d11] [  5] 
[   2.925][d][vo/gpu/d3d11] [  6] static float4 _14;
[   2.925][d][vo/gpu/d3d11] [  7] static float2 _30;
[   2.925][d][vo/gpu/d3d11] [  8] static float4 _138;
[   2.925][d][vo/gpu/d3d11] [  9] 
[   2.925][d][vo/gpu/d3d11] [ 10] struct SPIRV_Cross_Input
[   2.925][d][vo/gpu/d3d11] [ 11] {
[   2.925][d][vo/gpu/d3d11] [ 12]     float2 _30 : TEXCOORD1;
[   2.925][d][vo/gpu/d3d11] [ 13]     float4 _14 : TEXCOORD2;
[   2.925][d][vo/gpu/d3d11] [ 14] };
[   2.925][d][vo/gpu/d3d11] [ 15] 
[   2.925][d][vo/gpu/d3d11] [ 16] struct SPIRV_Cross_Output
[   2.925][d][vo/gpu/d3d11] [ 17] {
[   2.925][d][vo/gpu/d3d11] [ 18]     float4 _138 : SV_Target0;
[   2.925][d][vo/gpu/d3d11] [ 19] };
[   2.925][d][vo/gpu/d3d11] [ 20] 
[   2.925][d][vo/gpu/d3d11] [ 21] float3 _152;
[   2.925][d][vo/gpu/d3d11] [ 22] 
[   2.925][d][vo/gpu/d3d11] [ 23] void frag_main()
[   2.925][d][vo/gpu/d3d11] [ 24] {
[   2.925][d][vo/gpu/d3d11] [ 25]     float4 _39 = float4(_14.xyz, _14.w * _26.Sample(__26_sampler, _30).x);
[   2.925][d][vo/gpu/d3d11] [ 26]     float3 _48 = clamp(_39.xyz, 0.0f.xxx, 1.0f.xxx).xyz;
[   2.925][d][vo/gpu/d3d11] [ 27]     float3 _51 = _48 * 0.077399380505084991455078125f.xxx;
[   2.925][d][vo/gpu/d3d11] [ 28]     float3 _62 = pow((_48 + 0.054999999701976776123046875f.xxx) * 0.947867333889007568359375f.xxx, 2.400000095367431640625f.xxx);
[   2.925][d][vo/gpu/d3d11] [ 29]     bool3 _69 = bool3(0.040449999272823333740234375f.xxx.x < _48.x, 0.040449999272823333740234375f.xxx.y < _48.y, 0.040449999272823333740234375f.xxx.z < _48.z);
[   2.925][d][vo/gpu/d3d11] [ 30]     float3 _105 = pow(clamp(float3(_69.x ? _62.x : _51.x, _69.y ? _62.y : _51.y, _69.z ? _62.z : _51.z).xyz, 0.0f.xxx, 1.0f.xxx).xyz, 0.4166666567325592041015625f.xxx);
[   2.925][d][vo/gpu/d3d11] [ 31]     float3 _145 = _152;
[   2.925][d][vo/gpu/d3d11] [ 32]     _145.x = lerp(0.0078125f, 0.9921875f, _105.x);
[   2.925][d][vo/gpu/d3d11] [ 33]     float3 _148 = _145;
[   2.925][d][vo/gpu/d3d11] [ 34]     _148.y = lerp(0.0078125f, 0.9921875f, _105.y);
[   2.925][d][vo/gpu/d3d11] [ 35]     float3 _151 = _148;
[   2.925][d][vo/gpu/d3d11] [ 36]     _151.z = lerp(0.0078125f, 0.9921875f, _105.z);
[   2.925][d][vo/gpu/d3d11] [ 37]     float4 _133 = _130.Sample(__130_sampler, _151);
[   2.925][d][vo/gpu/d3d11] [ 38]     _138 = float4(_133.x, _133.y, _133.z, _39.w);
[   2.925][d][vo/gpu/d3d11] [ 39] }
[   2.925][d][vo/gpu/d3d11] [ 40] 
[   2.925][d][vo/gpu/d3d11] [ 41] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   2.925][d][vo/gpu/d3d11] [ 42] {
[   2.925][d][vo/gpu/d3d11] [ 43]     _14 = stage_input._14;
[   2.925][d][vo/gpu/d3d11] [ 44]     _30 = stage_input._30;
[   2.925][d][vo/gpu/d3d11] [ 45]     frag_main();
[   2.925][d][vo/gpu/d3d11] [ 46]     SPIRV_Cross_Output stage_output;
[   2.925][d][vo/gpu/d3d11] [ 47]     stage_output._138 = _138;
[   2.925][d][vo/gpu/d3d11] [ 48]     return stage_output;
[   2.925][d][vo/gpu/d3d11] [ 49] }
[   2.949][d][lavf] reading packet for sub
[   2.952][d][lavf] reading packet for sub
[   2.952][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   2.953][d][lavf] reading packet for sub
[   2.953][d][lavf] reading packet for sub
[   2.994][d][lavf] reading packet for sub
[   2.997][d][lavf] reading packet for sub
[   2.997][d][lavf] reading packet for sub
[   2.997][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   2.998][d][lavf] reading packet for sub
[   3.031][d][lavf] reading packet for sub
[   3.034][d][lavf] reading packet for sub
[   3.034][d][lavf] reading packet for sub
[   3.034][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   3.035][d][lavf] reading packet for sub
[   3.051][d][cplayer] Run command: script-binding, flags=73, args=[osc/__keybinding2]
[   3.051][d][lavf] reading packet for sub
[   3.051][d][lavf] reading packet for sub
[   3.056][d][cplayer] Run command: script-binding, flags=73, args=[osc/__keybinding2]
[   3.057][d][lavf] reading packet for sub
[   3.080][d][lavf] reading packet for sub
[   3.084][d][lavf] reading packet for sub
[   3.084][d][lavf] reading packet for sub
[   3.084][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   3.084][d][lavf] reading packet for sub
[   3.111][d][lavf] reading packet for sub
[   3.111][d][lavf] reading packet for sub
[   3.121][d][lavf] reading packet for sub
[   3.127][d][lavf] reading packet for sub
[   3.127][d][lavf] reading packet for sub
[   3.127][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   3.127][d][lavf] reading packet for sub
[   3.163][d][lavf] reading packet for sub
[   3.169][d][lavf] reading packet for sub
[   3.169][d][lavf] reading packet for sub
[   3.169][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   3.170][d][lavf] reading packet for sub
[   3.206][d][lavf] reading packet for sub
[   3.209][d][lavf] reading packet for sub
[   3.209][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   3.209][d][lavf] reading packet for sub
[   3.210][d][lavf] reading packet for sub
[   3.242][d][lavf] reading packet for sub
[   3.247][d][lavf] reading packet for sub
[   3.247][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   3.248][d][lavf] reading packet for sub
[   3.248][d][lavf] reading packet for sub
[   3.287][d][lavf] reading packet for sub
[   3.291][d][lavf] reading packet for sub
[   3.291][d][cplayer] Run command: disable-section, flags=64, args=[input]
[   3.291][d][lavf] reading packet for sub
[   3.328][d][lavf] reading packet for sub
[   3.330][d][lavf] reading packet for sub
[   3.330][d][lavf] reading packet for sub
[   3.368][d][lavf] reading packet for sub
[   3.371][d][lavf] reading packet for sub
[   3.371][d][lavf] reading packet for sub
[   3.390][d][cplayer] Run command: vf, flags=64, args=[add, vapoursynth=[C:\Users\im\AppData\Roaming\SVP4\scripts\cdf327d8.py]:4:25]
[   3.390][d][user_filter_wrapper] Setting option 'file' = 'C:\Users\im\AppData\Roaming\SVP4\scripts\cdf327d8.py' (flags = 0)
[   3.390][d][user_filter_wrapper] Setting option 'buffered-frames' = '4' (flags = 0)
[   3.390][d][user_filter_wrapper] Setting option 'concurrent-frames' = '25' (flags = 0)
[   3.390][d][global] user path: 'C:\Users\im\AppData\Roaming\SVP4\scripts\cdf327d8.py' -> 'C:\Users\im\AppData\Roaming\SVP4\scripts\cdf327d8.py'
[   3.390][v][vapoursynth] using 25 concurrent requests.
[   3.429][v][vf] User filter list:
[   3.429][v][vf]   vapoursynth (vapoursynth.00)
[   3.429][d][lavf] reading packet for sub
[   3.432][v][vf] [vapoursynth] 1920x1080 p010 bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   3.432][i][autoconvert] Converting p010 -> yuv420p10
[   3.432][d][ffmpeg] SwScaler: reducing / aligning filtersize 1 -> 4
[   3.432][d][ffmpeg] SwScaler: reducing / aligning filtersize 1 -> 4
[   3.432][d][ffmpeg] SwScaler: reducing / aligning filtersize 1 -> 1
[   3.432][d][ffmpeg] SwScaler: reducing / aligning filtersize 1 -> 1
[   3.432][v][ffmpeg] swscaler: bicubic scaler, from p010le to yuv420p10le using MMXEXT
[   3.432][d][ffmpeg] swscaler: 1920x1080 -> 1920x1080
[   3.445][d][vapoursynth] initializing...
[   3.571][d][vapoursynth] initialized.
[   4.355][v][vf] [autorotate] 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   4.355][v][vf] [convert] 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   4.355][v][vf] [out] 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   4.355][d][lavf] reading packet for sub
[   4.355][w][cplayer] 
[   4.355][w][cplayer] Audio/Video desynchronisation detected! Possible reasons include too slow
[   4.355][w][cplayer] hardware, temporary CPU spikes, broken drivers, and broken files. Audio
[   4.355][w][cplayer] position will not match to the video (see A-V status field).
[   4.355][w][cplayer] 
[   4.356][i][cplayer] VO: [gpu] 1920x1080 yuv420p
[   4.356][v][cplayer] VO: Description: Shader-based GPU Renderer
[   4.357][v][vo/gpu] reconfig to 1920x1080 yuv420p bt.709/bt.709/bt.1886/limited/display SP=1.000000 CL=mpeg2/4/h264
[   4.357][d][vo/gpu] screen size: 1920x1040
[   4.357][v][vo/gpu/win32] reset window bounds: 71:20:1779:1001
[   4.361][v][vo/gpu] Resize: 1779x1001
[   4.361][v][vo/gpu] Window size: 1779x1001
[   4.361][v][vo/gpu] Video source: 1920x1080 (1:1)
[   4.361][v][vo/gpu] Video display: (0, 0) 1920x1080 -> (0, 0) 1779x1001
[   4.362][v][vo/gpu] Video scale: 0.926562/0.926852
[   4.362][v][vo/gpu] OSD borders: l=0 t=0 r=0 b=0
[   4.362][v][vo/gpu] Video borders: l=0 t=0 r=0 b=0
[   4.362][v][vo/gpu] Reported display depth: 8
[   4.362][v][vo/gpu] Texture for plane 0: 1920x1080
[   4.362][v][vo/gpu] Texture for plane 1: 960x540
[   4.362][v][vo/gpu] Texture for plane 2: 960x540
[   4.362][v][vo/gpu] Testing FBO format rgba16hf
[   4.362][d][vo/gpu] Resizing texture: 16x16
[   4.362][v][vo/gpu] Using FBO format rgba16hf.
[   4.362][d][lavf] reading packet for sub
[   4.362][d][lavf] reading packet for sub
[   4.362][d][lavf] reading packet for sub
[   4.363][v][vo/gpu] Resize: 1779x1001
[   4.363][v][vo/gpu] Window size: 1779x1001
[   4.363][v][vo/gpu] Video source: 1920x1080 (1:1)
[   4.363][v][vo/gpu] Video display: (0, 0) 1920x1080 -> (0, 0) 1779x1001
[   4.363][v][vo/gpu] Video scale: 0.926562/0.926852
[   4.363][v][vo/gpu] OSD borders: l=0 t=0 r=0 b=0
[   4.363][v][vo/gpu] Video borders: l=0 t=0 r=0 b=0
[   4.363][v][vo/gpu] Reported display depth: 8
[   4.364][d][lavf] reading packet for sub
[   4.364][d][lavf] reading packet for sub
[   4.364][d][lavf] reading packet for sub
[   4.365][d][vo/gpu] Resizing texture: 960x540
[   4.366][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   4.368][v][vo/gpu/d3d11] Compiled a vertex shader in 3287us
[   4.368][v][vo/gpu/d3d11] shaderc: 1542us, SPIRV-Cross: 103us, D3DCompile: 1642us
[   4.368][d][vo/gpu/d3d11] GLSL source:
[   4.368][d][vo/gpu/d3d11] [  1] #version 450
[   4.368][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   4.368][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   4.368][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   4.368][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   4.368][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   4.368][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   4.368][d][vo/gpu/d3d11] [  8] layout(location=2) in vec2 vertex_texcoord1;
[   4.368][d][vo/gpu/d3d11] [  9] layout(location=2) out vec2 texcoord1;
[   4.368][d][vo/gpu/d3d11] [ 10] void main() {
[   4.368][d][vo/gpu/d3d11] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   4.368][d][vo/gpu/d3d11] [ 12] texcoord0 = vertex_texcoord0;
[   4.368][d][vo/gpu/d3d11] [ 13] texcoord1 = vertex_texcoord1;
[   4.368][d][vo/gpu/d3d11] [ 14] }
[   4.368][d][vo/gpu/d3d11] HLSL source:
[   4.368][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   4.368][d][vo/gpu/d3d11] [  2] static float2 _18;
[   4.368][d][vo/gpu/d3d11] [  3] static float2 _27;
[   4.368][d][vo/gpu/d3d11] [  4] static float2 _28;
[   4.368][d][vo/gpu/d3d11] [  5] static float2 _30;
[   4.368][d][vo/gpu/d3d11] [  6] static float2 _31;
[   4.368][d][vo/gpu/d3d11] [  7] 
[   4.368][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   4.368][d][vo/gpu/d3d11] [  9] {
[   4.368][d][vo/gpu/d3d11] [ 10]     float2 _18 : TEXCOORD0;
[   4.368][d][vo/gpu/d3d11] [ 11]     float2 _28 : TEXCOORD1;
[   4.368][d][vo/gpu/d3d11] [ 12]     float2 _31 : TEXCOORD2;
[   4.368][d][vo/gpu/d3d11] [ 13] };
[   4.368][d][vo/gpu/d3d11] [ 14] 
[   4.368][d][vo/gpu/d3d11] [ 15] struct SPIRV_Cross_Output
[   4.368][d][vo/gpu/d3d11] [ 16] {
[   4.368][d][vo/gpu/d3d11] [ 17]     float2 _27 : TEXCOORD1;
[   4.368][d][vo/gpu/d3d11] [ 18]     float2 _30 : TEXCOORD2;
[   4.368][d][vo/gpu/d3d11] [ 19]     float4 gl_Position : SV_Position;
[   4.368][d][vo/gpu/d3d11] [ 20] };
[   4.368][d][vo/gpu/d3d11] [ 21] 
[   4.368][d][vo/gpu/d3d11] [ 22] void vert_main()
[   4.368][d][vo/gpu/d3d11] [ 23] {
[   4.368][d][vo/gpu/d3d11] [ 24]     gl_Position = float4(_18, 1.0f, 1.0f);
[   4.368][d][vo/gpu/d3d11] [ 25]     _27 = _28;
[   4.368][d][vo/gpu/d3d11] [ 26]     _30 = _31;
[   4.368][d][vo/gpu/d3d11] [ 27]     gl_Position.y = -gl_Position.y;
[   4.368][d][vo/gpu/d3d11] [ 28] }
[   4.368][d][vo/gpu/d3d11] [ 29] 
[   4.368][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   4.368][d][vo/gpu/d3d11] [ 31] {
[   4.368][d][vo/gpu/d3d11] [ 32]     _18 = stage_input._18;
[   4.368][d][vo/gpu/d3d11] [ 33]     _28 = stage_input._28;
[   4.368][d][vo/gpu/d3d11] [ 34]     _31 = stage_input._31;
[   4.368][d][vo/gpu/d3d11] [ 35]     vert_main();
[   4.368][d][vo/gpu/d3d11] [ 36]     SPIRV_Cross_Output stage_output;
[   4.368][d][vo/gpu/d3d11] [ 37]     stage_output.gl_Position = gl_Position;
[   4.368][d][vo/gpu/d3d11] [ 38]     stage_output._27 = _27;
[   4.368][d][vo/gpu/d3d11] [ 39]     stage_output._30 = _30;
[   4.368][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   4.369][d][vo/gpu/d3d11] [ 41] }
[   4.371][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   4.373][v][vo/gpu/d3d11] Compiled a fragment shader in 4819us
[   4.373][v][vo/gpu/d3d11] shaderc: 2138us, SPIRV-Cross: 110us, D3DCompile: 2571us
[   4.373][d][vo/gpu/d3d11] GLSL source:
[   4.373][d][vo/gpu/d3d11] [  1] #version 450
[   4.373][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   4.373][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   4.373][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   4.373][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   4.373][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   4.373][d][vo/gpu/d3d11] [  7] layout(location=2) in vec2 texcoord1;
[   4.373][d][vo/gpu/d3d11] [  8] layout(std140, binding=0) uniform UBO {
[   4.373][d][vo/gpu/d3d11] [  9] layout(offset=0) vec2 texture_size0;
[   4.373][d][vo/gpu/d3d11] [ 10] layout(offset=16) mat2 texture_rot0;
[   4.373][d][vo/gpu/d3d11] [ 11] layout(offset=48) vec2 texture_off0;
[   4.374][d][vo/gpu/d3d11] [ 12] layout(offset=56) vec2 pixel_size0;
[   4.374][d][vo/gpu/d3d11] [ 13] layout(offset=64) vec2 texture_size1;
[   4.374][d][vo/gpu/d3d11] [ 14] layout(offset=80) mat2 texture_rot1;
[   4.374][d][vo/gpu/d3d11] [ 15] layout(offset=112) vec2 texture_off1;
[   4.374][d][vo/gpu/d3d11] [ 16] layout(offset=120) vec2 pixel_size1;
[   4.374][d][vo/gpu/d3d11] [ 17] };
[   4.374][d][vo/gpu/d3d11] [ 18] layout(binding=0) uniform sampler2D texture0;
[   4.374][d][vo/gpu/d3d11] [ 19] layout(binding=1) uniform sampler2D texture1;
[   4.374][d][vo/gpu/d3d11] [ 20] void main() {
[   4.374][d][vo/gpu/d3d11] [ 21] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   4.374][d][vo/gpu/d3d11] [ 22] // merging plane 1 ...
[   4.374][d][vo/gpu/d3d11] [ 23] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;
[   4.374][d][vo/gpu/d3d11] [ 24] // merging plane 2 ... into 1
[   4.374][d][vo/gpu/d3d11] [ 25] color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;
[   4.374][d][vo/gpu/d3d11] [ 26] out_color = color;
[   4.374][d][vo/gpu/d3d11] [ 27] }
[   4.374][d][vo/gpu/d3d11] HLSL source:
[   4.374][d][vo/gpu/d3d11] [  1] Texture2D<float4> _16 : register(t0);
[   4.374][d][vo/gpu/d3d11] [  2] SamplerState __16_sampler : register(s0);
[   4.374][d][vo/gpu/d3d11] [  3] Texture2D<float4> _34 : register(t1);
[   4.374][d][vo/gpu/d3d11] [  4] SamplerState __34_sampler : register(s1);
[   4.374][d][vo/gpu/d3d11] [  5] 
[   4.374][d][vo/gpu/d3d11] [  6] static float2 _20;
[   4.374][d][vo/gpu/d3d11] [  7] static float2 _36;
[   4.374][d][vo/gpu/d3d11] [  8] static float4 _49;
[   4.374][d][vo/gpu/d3d11] [  9] 
[   4.374][d][vo/gpu/d3d11] [ 10] struct SPIRV_Cross_Input
[   4.374][d][vo/gpu/d3d11] [ 11] {
[   4.374][d][vo/gpu/d3d11] [ 12]     float2 _20 : TEXCOORD1;
[   4.374][d][vo/gpu/d3d11] [ 13]     float2 _36 : TEXCOORD2;
[   4.374][d][vo/gpu/d3d11] [ 14] };
[   4.374][d][vo/gpu/d3d11] [ 15] 
[   4.374][d][vo/gpu/d3d11] [ 16] struct SPIRV_Cross_Output
[   4.374][d][vo/gpu/d3d11] [ 17] {
[   4.374][d][vo/gpu/d3d11] [ 18]     float4 _49 : SV_Target0;
[   4.374][d][vo/gpu/d3d11] [ 19] };
[   4.374][d][vo/gpu/d3d11] [ 20] 
[   4.374][d][vo/gpu/d3d11] [ 21] void frag_main()
[   4.374][d][vo/gpu/d3d11] [ 22] {
[   4.374][d][vo/gpu/d3d11] [ 23]     float4 _56 = float4(0.0f, 0.0f, 0.0f, 1.0f);
[   4.374][d][vo/gpu/d3d11] [ 24]     _56.x = _16.Sample(__16_sampler, _20).x;
[   4.374][d][vo/gpu/d3d11] [ 25]     float4 _58 = _56;
[   4.374][d][vo/gpu/d3d11] [ 26]     _58.y = _34.Sample(__34_sampler, _36).x;
[   4.374][d][vo/gpu/d3d11] [ 27]     _49 = _58;
[   4.374][d][vo/gpu/d3d11] [ 28] }
[   4.374][d][vo/gpu/d3d11] [ 29] 
[   4.374][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   4.374][d][vo/gpu/d3d11] [ 31] {
[   4.374][d][vo/gpu/d3d11] [ 32]     _20 = stage_input._20;
[   4.374][d][vo/gpu/d3d11] [ 33]     _36 = stage_input._36;
[   4.374][d][vo/gpu/d3d11] [ 34]     frag_main();
[   4.374][d][vo/gpu/d3d11] [ 35]     SPIRV_Cross_Output stage_output;
[   4.374][d][vo/gpu/d3d11] [ 36]     stage_output._49 = _49;
[   4.374][d][vo/gpu/d3d11] [ 37]     return stage_output;
[   4.374][d][vo/gpu/d3d11] [ 38] }
[   4.374][d][vo/gpu] Resizing texture: 1920x1080
[   4.375][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   4.377][v][vo/gpu/d3d11] Compiled a vertex shader in 3005us
[   4.377][v][vo/gpu/d3d11] shaderc: 1460us, SPIRV-Cross: 87us, D3DCompile: 1458us
[   4.377][d][vo/gpu/d3d11] GLSL source:
[   4.377][d][vo/gpu/d3d11] [  1] #version 450
[   4.377][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   4.377][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   4.377][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   4.377][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   4.377][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   4.377][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   4.377][d][vo/gpu/d3d11] [  8] void main() {
[   4.377][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   4.377][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   4.377][d][vo/gpu/d3d11] [ 11] }
[   4.377][d][vo/gpu/d3d11] HLSL source:
[   4.377][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   4.377][d][vo/gpu/d3d11] [  2] static float2 _18;
[   4.377][d][vo/gpu/d3d11] [  3] static float2 _27;
[   4.377][d][vo/gpu/d3d11] [  4] static float2 _28;
[   4.377][d][vo/gpu/d3d11] [  5] 
[   4.377][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   4.377][d][vo/gpu/d3d11] [  7] {
[   4.377][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   4.377][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   4.377][d][vo/gpu/d3d11] [ 10] };
[   4.377][d][vo/gpu/d3d11] [ 11] 
[   4.377][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   4.377][d][vo/gpu/d3d11] [ 13] {
[   4.377][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   4.377][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   4.377][d][vo/gpu/d3d11] [ 16] };
[   4.377][d][vo/gpu/d3d11] [ 17] 
[   4.377][d][vo/gpu/d3d11] [ 18] void vert_main()
[   4.377][d][vo/gpu/d3d11] [ 19] {
[   4.377][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   4.377][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   4.377][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   4.377][d][vo/gpu/d3d11] [ 23] }
[   4.377][d][vo/gpu/d3d11] [ 24] 
[   4.377][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   4.377][d][vo/gpu/d3d11] [ 26] {
[   4.377][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   4.377][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   4.377][d][vo/gpu/d3d11] [ 29]     vert_main();
[   4.377][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   4.377][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   4.377][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   4.377][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   4.377][d][vo/gpu/d3d11] [ 34] }
[   4.385][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   4.386][d][lavf] reading packet for sub
[   4.387][d][lavf] reading packet for sub
[   4.402][v][vo/gpu/d3d11] Compiled a fragment shader in 24190us
[   4.402][v][vo/gpu/d3d11] shaderc: 7262us, SPIRV-Cross: 962us, D3DCompile: 15966us
[   4.402][d][vo/gpu/d3d11] GLSL source:
[   4.402][d][vo/gpu/d3d11] [  1] #version 450
[   4.402][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   4.402][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   4.402][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   4.402][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   4.402][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   4.402][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   4.402][d][vo/gpu/d3d11] [  8] layout(offset=0) float random;
[   4.402][d][vo/gpu/d3d11] [  9] layout(offset=8) vec2 texture_size0;
[   4.402][d][vo/gpu/d3d11] [ 10] layout(offset=16) mat2 texture_rot0;
[   4.402][d][vo/gpu/d3d11] [ 11] layout(offset=48) vec2 texture_off0;
[   4.402][d][vo/gpu/d3d11] [ 12] layout(offset=56) vec2 pixel_size0;
[   4.402][d][vo/gpu/d3d11] [ 13] };
[   4.402][d][vo/gpu/d3d11] [ 14] layout(binding=0) uniform sampler2D texture0;
[   4.402][d][vo/gpu/d3d11] [ 15] #define HOOKED_raw texture0
[   4.402][d][vo/gpu/d3d11] [ 16] #define HOOKED_pos texcoord0
[   4.402][d][vo/gpu/d3d11] [ 17] #define HOOKED_size texture_size0
[   4.402][d][vo/gpu/d3d11] [ 18] #define HOOKED_rot texture_rot0
[   4.402][d][vo/gpu/d3d11] [ 19] #define HOOKED_pt pixel_size0
[   4.402][d][vo/gpu/d3d11] [ 20] #define HOOKED_map texmap0
[   4.402][d][vo/gpu/d3d11] [ 21] #define HOOKED_mul 1.000000
[   4.402][d][vo/gpu/d3d11] [ 22] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[   4.402][d][vo/gpu/d3d11] [ 23] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[   4.402][d][vo/gpu/d3d11] [ 24] #define LUMA_raw texture0
[   4.402][d][vo/gpu/d3d11] [ 25] #define LUMA_pos texcoord0
[   4.402][d][vo/gpu/d3d11] [ 26] #define LUMA_size texture_size0
[   4.402][d][vo/gpu/d3d11] [ 27] #define LUMA_rot texture_rot0
[   4.402][d][vo/gpu/d3d11] [ 28] #define LUMA_pt pixel_size0
[   4.402][d][vo/gpu/d3d11] [ 29] #define LUMA_map texmap0
[   4.402][d][vo/gpu/d3d11] [ 30] #define LUMA_mul 1.000000
[   4.402][d][vo/gpu/d3d11] [ 31] #define LUMA_tex(pos) (LUMA_mul * vec4(texture(LUMA_raw, pos)).rgba)
[   4.402][d][vo/gpu/d3d11] [ 32] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off))
[   4.402][d][vo/gpu/d3d11] [ 33] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[   4.402][d][vo/gpu/d3d11] [ 34] float permute(float x) {
[   4.402][d][vo/gpu/d3d11] [ 35] return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );
[   4.402][d][vo/gpu/d3d11] [ 36] }
[   4.402][d][vo/gpu/d3d11] [ 37] float rand(float x) { return fract(x * 1.0/41.0); }
[   4.402][d][vo/gpu/d3d11] [ 38] vec4 average(float range, inout float h) {
[   4.402][d][vo/gpu/d3d11] [ 39] float dist = rand(h) * range; h = permute(h);
[   4.402][d][vo/gpu/d3d11] [ 40] float dir = rand(h) * 6.2831853; h = permute(h);
[   4.402][d][vo/gpu/d3d11] [ 41] vec2 o = dist * vec2(cos(dir), sin(dir));
[   4.402][d][vo/gpu/d3d11] [ 42] vec4 ref[4];
[   4.402][d][vo/gpu/d3d11] [ 43] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[   4.402][d][vo/gpu/d3d11] [ 44] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[   4.402][d][vo/gpu/d3d11] [ 45] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[   4.402][d][vo/gpu/d3d11] [ 46] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[   4.402][d][vo/gpu/d3d11] [ 47] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;
[   4.402][d][vo/gpu/d3d11] [ 48] }
[   4.402][d][vo/gpu/d3d11] [ 49] void main() {
[   4.402][d][vo/gpu/d3d11] [ 50] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   4.402][d][vo/gpu/d3d11] [ 51] {
[   4.402][d][vo/gpu/d3d11] [ 52] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[   4.402][d][vo/gpu/d3d11] [ 53] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[   4.402][d][vo/gpu/d3d11] [ 54] color = HOOKED_tex(HOOKED_pos);
[   4.402][d][vo/gpu/d3d11] [ 55] vec4 avg, diff;
[   4.402][d][vo/gpu/d3d11] [ 56] avg = average(16.000000, h);
[   4.402][d][vo/gpu/d3d11] [ 57] diff = abs(color - avg);
[   4.402][d][vo/gpu/d3d11] [ 58] color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
[   4.402][d][vo/gpu/d3d11] [ 59] vec3 noise;
[   4.402][d][vo/gpu/d3d11] [ 60] noise.x = rand(h); h = permute(h);
[   4.402][d][vo/gpu/d3d11] [ 61] noise.y = rand(h); h = permute(h);
[   4.402][d][vo/gpu/d3d11] [ 62] noise.z = rand(h); h = permute(h);
[   4.402][d][vo/gpu/d3d11] [ 63] color.xyz += 0.005859 * (noise - vec3(0.5));
[   4.402][d][vo/gpu/d3d11] [ 64] }
[   4.402][d][vo/gpu/d3d11] [ 65] color.g = 0.000000;
[   4.402][d][vo/gpu/d3d11] [ 66] color.b = 0.000000;
[   4.402][d][vo/gpu/d3d11] [ 67] color.a = 1.000000;
[   4.402][d][vo/gpu/d3d11] [ 68] out_color = color;
[   4.402][d][vo/gpu/d3d11] [ 69] }
[   4.402][d][vo/gpu/d3d11] HLSL source:
[   4.402][d][vo/gpu/d3d11] [  1] cbuffer _100_102 : register(b0)
[   4.402][d][vo/gpu/d3d11] [  2] {
[   4.402][d][vo/gpu/d3d11] [  3]     float _102_m0 : packoffset(c0);
[   4.402][d][vo/gpu/d3d11] [  4]     float2 _102_m1 : packoffset(c0.z);
[   4.402][d][vo/gpu/d3d11] [  5]     row_major float2x2 _102_m2 : packoffset(c1);
[   4.402][d][vo/gpu/d3d11] [  6]     float2 _102_m3 : packoffset(c3);
[   4.402][d][vo/gpu/d3d11] [  7]     float2 _102_m4 : packoffset(c3.z);
[   4.402][d][vo/gpu/d3d11] [  8] };
[   4.402][d][vo/gpu/d3d11] [  9] 
[   4.402][d][vo/gpu/d3d11] [ 10] Texture2D<float4> _94 : register(t0);
[   4.402][d][vo/gpu/d3d11] [ 11] SamplerState __94_sampler : register(s0);
[   4.402][d][vo/gpu/d3d11] [ 12] 
[   4.402][d][vo/gpu/d3d11] [ 13] static float2 _97;
[   4.402][d][vo/gpu/d3d11] [ 14] static float4 _315;
[   4.402][d][vo/gpu/d3d11] [ 15] 
[   4.402][d][vo/gpu/d3d11] [ 16] struct SPIRV_Cross_Input
[   4.402][d][vo/gpu/d3d11] [ 17] {
[   4.402][d][vo/gpu/d3d11] [ 18]     float2 _97 : TEXCOORD1;
[   4.402][d][vo/gpu/d3d11] [ 19] };
[   4.402][d][vo/gpu/d3d11] [ 20] 
[   4.402][d][vo/gpu/d3d11] [ 21] struct SPIRV_Cross_Output
[   4.402][d][vo/gpu/d3d11] [ 22] {
[   4.402][d][vo/gpu/d3d11] [ 23]     float4 _315 : SV_Target0;
[   4.402][d][vo/gpu/d3d11] [ 24] };
[   4.402][d][vo/gpu/d3d11] [ 25] 
[   4.402][d][vo/gpu/d3d11] [ 26] float3 _727;
[   4.402][d][vo/gpu/d3d11] [ 27] 
[   4.402][d][vo/gpu/d3d11] [ 28] void frag_main()
[   4.402][d][vo/gpu/d3d11] [ 29] {
[   4.402][d][vo/gpu/d3d11] [ 30]     float3 _230 = float3(_97, _102_m0) + 1.0f.xxx;
[   4.402][d][vo/gpu/d3d11] [ 31]     float _234 = _230.x;
[   4.402][d][vo/gpu/d3d11] [ 32]     float _322 = (34.0f * _234) + 1.0f;
[   4.402][d][vo/gpu/d3d11] [ 33]     float _327 = (_322 - (floor(_322 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_234) + 1.0f);
[   4.402][d][vo/gpu/d3d11] [ 34]     float _238 = (_327 - (floor(_327 * 0.00346020772121846675872802734375f) * 289.0f)) + _230.y;
[   4.402][d][vo/gpu/d3d11] [ 35]     float _350 = (34.0f * _238) + 1.0f;
[   4.402][d][vo/gpu/d3d11] [ 36]     float _355 = (_350 - (floor(_350 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_238) + 1.0f);
[   4.402][d][vo/gpu/d3d11] [ 37]     float _244 = (_355 - (floor(_355 * 0.00346020772121846675872802734375f) * 289.0f)) + _230.z;
[   4.402][d][vo/gpu/d3d11] [ 38]     float _378 = (34.0f * _244) + 1.0f;
[   4.402][d][vo/gpu/d3d11] [ 39]     float _383 = (_378 - (floor(_378 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_244) + 1.0f);
[   4.402][d][vo/gpu/d3d11] [ 40]     float _400 = _383 - (floor(_383 * 0.00346020772121846675872802734375f) * 289.0f);
[   4.402][d][vo/gpu/d3d11] [ 41]     float4 _255 = _94.Sample(__94_sampler, _97) * 1.0f;
[   4.402][d][vo/gpu/d3d11] [ 42]     float _542 = (34.0f * _400) + 1.0f;
[   4.402][d][vo/gpu/d3d11] [ 43]     float _547 = (_542 - (floor(_542 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_400) + 1.0f);
[   4.402][d][vo/gpu/d3d11] [ 44]     float _564 = _547 - (floor(_547 * 0.00346020772121846675872802734375f) * 289.0f);
[   4.402][d][vo/gpu/d3d11] [ 45]     float _418 = frac(_564 * 0.024390242993831634521484375f) * 6.283185482025146484375f;
[   4.402][d][vo/gpu/d3d11] [ 46]     float _575 = (34.0f * _564) + 1.0f;
[   4.402][d][vo/gpu/d3d11] [ 47]     float _580 = (_575 - (floor(_575 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_564) + 1.0f);
[   4.402][d][vo/gpu/d3d11] [ 48]     float2 _427 = float2(cos(_418), sin(_418)) * (frac(_400 * 0.024390242993831634521484375f) * 16.0f);
[   4.402][d][vo/gpu/d3d11] [ 49]     float _433 = _427.x;
[   4.402][d][vo/gpu/d3d11] [ 50]     float _435 = _427.y;
[   4.402][d][vo/gpu/d3d11] [ 51]     float _456 = -_435;
[   4.402][d][vo/gpu/d3d11] [ 52]     float _479 = -_433;
[   4.402][d][vo/gpu/d3d11] [ 53]     float4 _531 = ((((_94.Sample(__94_sampler, _97 + (_102_m4 * _427)) * 1.0f) + (_94.Sample(__94_sampler, _97 + (_102_m4 * float2(_456, _433))) * 1.0f)) + (_94.Sample(__94_sampler, _97 + (_102_m4 * float2(_479, _456))) * 1.0f)) + (_94.Sample(__94_sampler, _97 + (_102_m4 * float2(_435, _479))) * 1.0f)) * 0.25f;
[   4.402][d][vo/gpu/d3d11] [ 54]     float4 _267 = abs(_255 - _531);
[   4.402][d][vo/gpu/d3d11] [ 55]     bool4 _275 = bool4(_267.x > 0.0039059999398887157440185546875f.xxxx.x, _267.y > 0.0039059999398887157440185546875f.xxxx.y, _267.z > 0.0039059999398887157440185546875f.xxxx.z, _267.w > 0.0039059999398887157440185546875f.xxxx.w);
[   4.402][d][vo/gpu/d3d11] [ 56]     float4 _276 = float4(_275.x ? _255.x : _531.x, _275.y ? _255.y : _531.y, _275.z ? _255.z : _531.z, _275.w ? _255.w : _531.w);
[   4.402][d][vo/gpu/d3d11] [ 57]     float3 _713 = _727;
[   4.402][d][vo/gpu/d3d11] [ 58]     _713.x = frac((_580 - (floor(_580 * 0.00346020772121846675872802734375f) * 289.0f)) * 0.024390242993831634521484375f);
[   4.402][d][vo/gpu/d3d11] [ 59]     float3 _307 = _276.xyz + ((_713 - 0.5f.xxx) * 0.0058590001426637172698974609375f);
[   4.402][d][vo/gpu/d3d11] [ 60]     float4 _719 = float4(_307.x, _307.y, _307.z, _276.w);
[   4.402][d][vo/gpu/d3d11] [ 61]     _719.y = 0.0f;
[   4.402][d][vo/gpu/d3d11] [ 62]     float4 _721 = _719;
[   4.402][d][vo/gpu/d3d11] [ 63]     _721.z = 0.0f;
[   4.402][d][vo/gpu/d3d11] [ 64]     float4 _723 = _721;
[   4.402][d][vo/gpu/d3d11] [ 65]     _723.w = 1.0f;
[   4.402][d][vo/gpu/d3d11] [ 66]     _315 = _723;
[   4.402][d][vo/gpu/d3d11] [ 67] }
[   4.402][d][vo/gpu/d3d11] [ 68] 
[   4.402][d][vo/gpu/d3d11] [ 69] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   4.402][d][vo/gpu/d3d11] [ 70] {
[   4.402][d][vo/gpu/d3d11] [ 71]     _97 = stage_input._97;
[   4.402][d][vo/gpu/d3d11] [ 72]     frag_main();
[   4.402][d][vo/gpu/d3d11] [ 73]     SPIRV_Cross_Output stage_output;
[   4.402][d][vo/gpu/d3d11] [ 74]     stage_output._315 = _315;
[   4.402][d][vo/gpu/d3d11] [ 75]     return stage_output;
[   4.402][d][vo/gpu/d3d11] [ 76] }
[   4.403][d][vo/gpu] Resizing texture: 960x540
[   4.404][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   4.406][v][vo/gpu/d3d11] Compiled a vertex shader in 2971us
[   4.406][v][vo/gpu/d3d11] shaderc: 1441us, SPIRV-Cross: 86us, D3DCompile: 1444us
[   4.406][d][vo/gpu/d3d11] GLSL source:
[   4.406][d][vo/gpu/d3d11] [  1] #version 450
[   4.406][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   4.406][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   4.406][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   4.406][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   4.406][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord0;
[   4.406][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord0;
[   4.406][d][vo/gpu/d3d11] [  8] void main() {
[   4.406][d][vo/gpu/d3d11] [  9] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   4.406][d][vo/gpu/d3d11] [ 10] texcoord0 = vertex_texcoord0;
[   4.406][d][vo/gpu/d3d11] [ 11] }
[   4.406][d][vo/gpu/d3d11] HLSL source:
[   4.406][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   4.406][d][vo/gpu/d3d11] [  2] static float2 _18;
[   4.406][d][vo/gpu/d3d11] [  3] static float2 _27;
[   4.406][d][vo/gpu/d3d11] [  4] static float2 _28;
[   4.406][d][vo/gpu/d3d11] [  5] 
[   4.406][d][vo/gpu/d3d11] [  6] struct SPIRV_Cross_Input
[   4.406][d][vo/gpu/d3d11] [  7] {
[   4.406][d][vo/gpu/d3d11] [  8]     float2 _18 : TEXCOORD0;
[   4.406][d][vo/gpu/d3d11] [  9]     float2 _28 : TEXCOORD1;
[   4.406][d][vo/gpu/d3d11] [ 10] };
[   4.406][d][vo/gpu/d3d11] [ 11] 
[   4.406][d][vo/gpu/d3d11] [ 12] struct SPIRV_Cross_Output
[   4.406][d][vo/gpu/d3d11] [ 13] {
[   4.406][d][vo/gpu/d3d11] [ 14]     float2 _27 : TEXCOORD1;
[   4.406][d][vo/gpu/d3d11] [ 15]     float4 gl_Position : SV_Position;
[   4.406][d][vo/gpu/d3d11] [ 16] };
[   4.406][d][vo/gpu/d3d11] [ 17] 
[   4.406][d][vo/gpu/d3d11] [ 18] void vert_main()
[   4.406][d][vo/gpu/d3d11] [ 19] {
[   4.406][d][vo/gpu/d3d11] [ 20]     gl_Position = float4(_18, 1.0f, 1.0f);
[   4.406][d][vo/gpu/d3d11] [ 21]     _27 = _28;
[   4.406][d][vo/gpu/d3d11] [ 22]     gl_Position.y = -gl_Position.y;
[   4.406][d][vo/gpu/d3d11] [ 23] }
[   4.406][d][vo/gpu/d3d11] [ 24] 
[   4.406][d][vo/gpu/d3d11] [ 25] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   4.406][d][vo/gpu/d3d11] [ 26] {
[   4.406][d][vo/gpu/d3d11] [ 27]     _18 = stage_input._18;
[   4.406][d][vo/gpu/d3d11] [ 28]     _28 = stage_input._28;
[   4.406][d][vo/gpu/d3d11] [ 29]     vert_main();
[   4.406][d][vo/gpu/d3d11] [ 30]     SPIRV_Cross_Output stage_output;
[   4.406][d][vo/gpu/d3d11] [ 31]     stage_output.gl_Position = gl_Position;
[   4.406][d][vo/gpu/d3d11] [ 32]     stage_output._27 = _27;
[   4.406][d][vo/gpu/d3d11] [ 33]     return stage_output;
[   4.406][d][vo/gpu/d3d11] [ 34] }
[   4.413][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   4.414][d][lavf] reading packet for sub
[   4.432][v][vo/gpu/d3d11] Compiled a fragment shader in 26311us
[   4.432][v][vo/gpu/d3d11] shaderc: 7049us, SPIRV-Cross: 1022us, D3DCompile: 18240us
[   4.432][d][vo/gpu/d3d11] GLSL source:
[   4.432][d][vo/gpu/d3d11] [  1] #version 450
[   4.433][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   4.433][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   4.433][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   4.433][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   4.433][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord0;
[   4.433][d][vo/gpu/d3d11] [  7] layout(std140, binding=0) uniform UBO {
[   4.433][d][vo/gpu/d3d11] [  8] layout(offset=0) float random;
[   4.433][d][vo/gpu/d3d11] [  9] layout(offset=8) vec2 texture_size0;
[   4.433][d][vo/gpu/d3d11] [ 10] layout(offset=16) mat2 texture_rot0;
[   4.433][d][vo/gpu/d3d11] [ 11] layout(offset=48) vec2 texture_off0;
[   4.433][d][vo/gpu/d3d11] [ 12] layout(offset=56) vec2 pixel_size0;
[   4.433][d][vo/gpu/d3d11] [ 13] };
[   4.433][d][vo/gpu/d3d11] [ 14] layout(binding=0) uniform sampler2D texture0;
[   4.433][d][vo/gpu/d3d11] [ 15] #define HOOKED_raw texture0
[   4.433][d][vo/gpu/d3d11] [ 16] #define HOOKED_pos texcoord0
[   4.433][d][vo/gpu/d3d11] [ 17] #define HOOKED_size texture_size0
[   4.433][d][vo/gpu/d3d11] [ 18] #define HOOKED_rot texture_rot0
[   4.433][d][vo/gpu/d3d11] [ 19] #define HOOKED_pt pixel_size0
[   4.433][d][vo/gpu/d3d11] [ 20] #define HOOKED_map texmap0
[   4.433][d][vo/gpu/d3d11] [ 21] #define HOOKED_mul 1.000000
[   4.433][d][vo/gpu/d3d11] [ 22] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[   4.433][d][vo/gpu/d3d11] [ 23] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[   4.433][d][vo/gpu/d3d11] [ 24] #define CHROMA_raw texture0
[   4.433][d][vo/gpu/d3d11] [ 25] #define CHROMA_pos texcoord0
[   4.433][d][vo/gpu/d3d11] [ 26] #define CHROMA_size texture_size0
[   4.433][d][vo/gpu/d3d11] [ 27] #define CHROMA_rot texture_rot0
[   4.433][d][vo/gpu/d3d11] [ 28] #define CHROMA_pt pixel_size0
[   4.433][d][vo/gpu/d3d11] [ 29] #define CHROMA_map texmap0
[   4.433][d][vo/gpu/d3d11] [ 30] #define CHROMA_mul 1.000000
[   4.433][d][vo/gpu/d3d11] [ 31] #define CHROMA_tex(pos) (CHROMA_mul * vec4(texture(CHROMA_raw, pos)).rgba)
[   4.433][d][vo/gpu/d3d11] [ 32] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off))
[   4.433][d][vo/gpu/d3d11] [ 33] float mod289(float x) { return x - floor(x * 1.0/289.0) * 289.0; }
[   4.433][d][vo/gpu/d3d11] [ 34] float permute(float x) {
[   4.433][d][vo/gpu/d3d11] [ 35] return mod289( mod289(34.0*x + 1.0) * (fract(x) + 1.0) );
[   4.433][d][vo/gpu/d3d11] [ 36] }
[   4.433][d][vo/gpu/d3d11] [ 37] float rand(float x) { return fract(x * 1.0/41.0); }
[   4.433][d][vo/gpu/d3d11] [ 38] vec4 average(float range, inout float h) {
[   4.433][d][vo/gpu/d3d11] [ 39] float dist = rand(h) * range; h = permute(h);
[   4.433][d][vo/gpu/d3d11] [ 40] float dir = rand(h) * 6.2831853; h = permute(h);
[   4.433][d][vo/gpu/d3d11] [ 41] vec2 o = dist * vec2(cos(dir), sin(dir));
[   4.433][d][vo/gpu/d3d11] [ 42] vec4 ref[4];
[   4.433][d][vo/gpu/d3d11] [ 43] ref[0] = HOOKED_texOff(vec2( o.x, o.y));
[   4.433][d][vo/gpu/d3d11] [ 44] ref[1] = HOOKED_texOff(vec2(-o.y, o.x));
[   4.433][d][vo/gpu/d3d11] [ 45] ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));
[   4.433][d][vo/gpu/d3d11] [ 46] ref[3] = HOOKED_texOff(vec2( o.y, -o.x));
[   4.433][d][vo/gpu/d3d11] [ 47] return (ref[0] + ref[1] + ref[2] + ref[3])*0.25;
[   4.433][d][vo/gpu/d3d11] [ 48] }
[   4.433][d][vo/gpu/d3d11] [ 49] void main() {
[   4.433][d][vo/gpu/d3d11] [ 50] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   4.433][d][vo/gpu/d3d11] [ 51] {
[   4.433][d][vo/gpu/d3d11] [ 52] vec3 _m = vec3(HOOKED_pos, random) + vec3(1.0);
[   4.433][d][vo/gpu/d3d11] [ 53] float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
[   4.433][d][vo/gpu/d3d11] [ 54] color = HOOKED_tex(HOOKED_pos);
[   4.433][d][vo/gpu/d3d11] [ 55] vec4 avg, diff;
[   4.433][d][vo/gpu/d3d11] [ 56] avg = average(16.000000, h);
[   4.433][d][vo/gpu/d3d11] [ 57] diff = abs(color - avg);
[   4.433][d][vo/gpu/d3d11] [ 58] color = mix(avg, color, greaterThan(diff, vec4(0.003906)));
[   4.433][d][vo/gpu/d3d11] [ 59] vec3 noise;
[   4.433][d][vo/gpu/d3d11] [ 60] noise.x = rand(h); h = permute(h);
[   4.433][d][vo/gpu/d3d11] [ 61] noise.y = rand(h); h = permute(h);
[   4.433][d][vo/gpu/d3d11] [ 62] noise.z = rand(h); h = permute(h);
[   4.433][d][vo/gpu/d3d11] [ 63] color.xyz += 0.005859 * (noise - vec3(0.5));
[   4.433][d][vo/gpu/d3d11] [ 64] }
[   4.433][d][vo/gpu/d3d11] [ 65] color.b = 0.000000;
[   4.433][d][vo/gpu/d3d11] [ 66] color.a = 1.000000;
[   4.433][d][vo/gpu/d3d11] [ 67] out_color = color;
[   4.433][d][vo/gpu/d3d11] [ 68] }
[   4.433][d][vo/gpu/d3d11] HLSL source:
[   4.433][d][vo/gpu/d3d11] [  1] cbuffer _100_102 : register(b0)
[   4.433][d][vo/gpu/d3d11] [  2] {
[   4.433][d][vo/gpu/d3d11] [  3]     float _102_m0 : packoffset(c0);
[   4.433][d][vo/gpu/d3d11] [  4]     float2 _102_m1 : packoffset(c0.z);
[   4.433][d][vo/gpu/d3d11] [  5]     row_major float2x2 _102_m2 : packoffset(c1);
[   4.433][d][vo/gpu/d3d11] [  6]     float2 _102_m3 : packoffset(c3);
[   4.433][d][vo/gpu/d3d11] [  7]     float2 _102_m4 : packoffset(c3.z);
[   4.433][d][vo/gpu/d3d11] [  8] };
[   4.433][d][vo/gpu/d3d11] [  9] 
[   4.433][d][vo/gpu/d3d11] [ 10] Texture2D<float4> _94 : register(t0);
[   4.433][d][vo/gpu/d3d11] [ 11] SamplerState __94_sampler : register(s0);
[   4.433][d][vo/gpu/d3d11] [ 12] 
[   4.433][d][vo/gpu/d3d11] [ 13] static float2 _97;
[   4.433][d][vo/gpu/d3d11] [ 14] static float4 _314;
[   4.433][d][vo/gpu/d3d11] [ 15] 
[   4.433][d][vo/gpu/d3d11] [ 16] struct SPIRV_Cross_Input
[   4.433][d][vo/gpu/d3d11] [ 17] {
[   4.433][d][vo/gpu/d3d11] [ 18]     float2 _97 : TEXCOORD1;
[   4.433][d][vo/gpu/d3d11] [ 19] };
[   4.433][d][vo/gpu/d3d11] [ 20] 
[   4.433][d][vo/gpu/d3d11] [ 21] struct SPIRV_Cross_Output
[   4.433][d][vo/gpu/d3d11] [ 22] {
[   4.433][d][vo/gpu/d3d11] [ 23]     float4 _314 : SV_Target0;
[   4.433][d][vo/gpu/d3d11] [ 24] };
[   4.433][d][vo/gpu/d3d11] [ 25] 
[   4.433][d][vo/gpu/d3d11] [ 26] float3 _724;
[   4.433][d][vo/gpu/d3d11] [ 27] 
[   4.433][d][vo/gpu/d3d11] [ 28] void frag_main()
[   4.433][d][vo/gpu/d3d11] [ 29] {
[   4.433][d][vo/gpu/d3d11] [ 30]     float3 _230 = float3(_97, _102_m0) + 1.0f.xxx;
[   4.433][d][vo/gpu/d3d11] [ 31]     float _234 = _230.x;
[   4.433][d][vo/gpu/d3d11] [ 32]     float _321 = (34.0f * _234) + 1.0f;
[   4.433][d][vo/gpu/d3d11] [ 33]     float _326 = (_321 - (floor(_321 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_234) + 1.0f);
[   4.433][d][vo/gpu/d3d11] [ 34]     float _238 = (_326 - (floor(_326 * 0.00346020772121846675872802734375f) * 289.0f)) + _230.y;
[   4.433][d][vo/gpu/d3d11] [ 35]     float _349 = (34.0f * _238) + 1.0f;
[   4.433][d][vo/gpu/d3d11] [ 36]     float _354 = (_349 - (floor(_349 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_238) + 1.0f);
[   4.433][d][vo/gpu/d3d11] [ 37]     float _244 = (_354 - (floor(_354 * 0.00346020772121846675872802734375f) * 289.0f)) + _230.z;
[   4.433][d][vo/gpu/d3d11] [ 38]     float _377 = (34.0f * _244) + 1.0f;
[   4.433][d][vo/gpu/d3d11] [ 39]     float _382 = (_377 - (floor(_377 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_244) + 1.0f);
[   4.433][d][vo/gpu/d3d11] [ 40]     float _399 = _382 - (floor(_382 * 0.00346020772121846675872802734375f) * 289.0f);
[   4.433][d][vo/gpu/d3d11] [ 41]     float4 _255 = _94.Sample(__94_sampler, _97) * 1.0f;
[   4.433][d][vo/gpu/d3d11] [ 42]     float _541 = (34.0f * _399) + 1.0f;
[   4.433][d][vo/gpu/d3d11] [ 43]     float _546 = (_541 - (floor(_541 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_399) + 1.0f);
[   4.433][d][vo/gpu/d3d11] [ 44]     float _563 = _546 - (floor(_546 * 0.00346020772121846675872802734375f) * 289.0f);
[   4.433][d][vo/gpu/d3d11] [ 45]     float _417 = frac(_563 * 0.024390242993831634521484375f) * 6.283185482025146484375f;
[   4.433][d][vo/gpu/d3d11] [ 46]     float _574 = (34.0f * _563) + 1.0f;
[   4.433][d][vo/gpu/d3d11] [ 47]     float _579 = (_574 - (floor(_574 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_563) + 1.0f);
[   4.433][d][vo/gpu/d3d11] [ 48]     float _596 = _579 - (floor(_579 * 0.00346020772121846675872802734375f) * 289.0f);
[   4.433][d][vo/gpu/d3d11] [ 49]     float2 _426 = float2(cos(_417), sin(_417)) * (frac(_399 * 0.024390242993831634521484375f) * 16.0f);
[   4.433][d][vo/gpu/d3d11] [ 50]     float _432 = _426.x;
[   4.433][d][vo/gpu/d3d11] [ 51]     float _434 = _426.y;
[   4.433][d][vo/gpu/d3d11] [ 52]     float _455 = -_434;
[   4.433][d][vo/gpu/d3d11] [ 53]     float _478 = -_432;
[   4.433][d][vo/gpu/d3d11] [ 54]     float4 _530 = ((((_94.Sample(__94_sampler, _97 + (_102_m4 * _426)) * 1.0f) + (_94.Sample(__94_sampler, _97 + (_102_m4 * float2(_455, _432))) * 1.0f)) + (_94.Sample(__94_sampler, _97 + (_102_m4 * float2(_478, _455))) * 1.0f)) + (_94.Sample(__94_sampler, _97 + (_102_m4 * float2(_434, _478))) * 1.0f)) * 0.25f;
[   4.433][d][vo/gpu/d3d11] [ 55]     float4 _267 = abs(_255 - _530);
[   4.433][d][vo/gpu/d3d11] [ 56]     bool4 _275 = bool4(_267.x > 0.0039059999398887157440185546875f.xxxx.x, _267.y > 0.0039059999398887157440185546875f.xxxx.y, _267.z > 0.0039059999398887157440185546875f.xxxx.z, _267.w > 0.0039059999398887157440185546875f.xxxx.w);
[   4.433][d][vo/gpu/d3d11] [ 57]     float4 _276 = float4(_275.x ? _255.x : _530.x, _275.y ? _255.y : _530.y, _275.z ? _255.z : _530.z, _275.w ? _255.w : _530.w);
[   4.433][d][vo/gpu/d3d11] [ 58]     float3 _712 = _724;
[   4.433][d][vo/gpu/d3d11] [ 59]     _712.x = frac(_596 * 0.024390242993831634521484375f);
[   4.433][d][vo/gpu/d3d11] [ 60]     float _607 = (34.0f * _596) + 1.0f;
[   4.433][d][vo/gpu/d3d11] [ 61]     float _612 = (_607 - (floor(_607 * 0.00346020772121846675872802734375f) * 289.0f)) * (frac(_596) + 1.0f);
[   4.433][d][vo/gpu/d3d11] [ 62]     float3 _714 = _712;
[   4.433][d][vo/gpu/d3d11] [ 63]     _714.y = frac((_612 - (floor(_612 * 0.00346020772121846675872802734375f) * 289.0f)) * 0.024390242993831634521484375f);
[   4.433][d][vo/gpu/d3d11] [ 64]     float3 _307 = _276.xyz + ((_714 - 0.5f.xxx) * 0.0058590001426637172698974609375f);
[   4.433][d][vo/gpu/d3d11] [ 65]     float4 _718 = float4(_307.x, _307.y, _307.z, _276.w);
[   4.433][d][vo/gpu/d3d11] [ 66]     _718.z = 0.0f;
[   4.433][d][vo/gpu/d3d11] [ 67]     float4 _720 = _718;
[   4.433][d][vo/gpu/d3d11] [ 68]     _720.w = 1.0f;
[   4.433][d][vo/gpu/d3d11] [ 69]     _314 = _720;
[   4.433][d][vo/gpu/d3d11] [ 70] }
[   4.433][d][vo/gpu/d3d11] [ 71] 
[   4.433][d][vo/gpu/d3d11] [ 72] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   4.433][d][vo/gpu/d3d11] [ 73] {
[   4.433][d][vo/gpu/d3d11] [ 74]     _97 = stage_input._97;
[   4.433][d][vo/gpu/d3d11] [ 75]     frag_main();
[   4.433][d][vo/gpu/d3d11] [ 76]     SPIRV_Cross_Output stage_output;
[   4.433][d][vo/gpu/d3d11] [ 77]     stage_output._314 = _314;
[   4.433][d][vo/gpu/d3d11] [ 78]     return stage_output;
[   4.433][d][vo/gpu/d3d11] [ 79] }
[   4.433][d][vo/gpu] Resizing texture: 960x1080
[   4.434][d][vo/gpu] Resizing texture: 1920x1080
[   4.434][d][vo/gpu] Resizing texture: 1920x1080
[   4.434][d][vo/gpu] Resizing texture: 1920x1080
[   4.434][d][vo/gpu] Resizing texture: 1920x1001
[   4.434][v][vo/gpu] Dither to 8.
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[   4.544][v][sub/ass] fontselect: (方正稚艺_GBK, 700, 0) -> FZZHYK--GBK1-0, 0, FZZHYK--GBK1-0
[   4.547][v][sub/ass] mangling colors like vsfilter: RGB -> bt.601 limited -> bt.709 bt.601 -> RGB
[   4.547][v][vo/gpu] Reallocating OSD texture to 2048x256.
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[   4.549][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   4.550][d][lavf] reading packet for sub
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[   4.552][v][vo/gpu/d3d11] Compiled a vertex shader in 4331us
[   4.552][v][vo/gpu/d3d11] shaderc: 2229us, SPIRV-Cross: 157us, D3DCompile: 1945us
[   4.552][d][vo/gpu/d3d11] GLSL source:
[   4.552][d][vo/gpu/d3d11] [  1] #version 450
[   4.552][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   4.552][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   4.552][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   4.552][d][vo/gpu/d3d11] [  5] layout(location=0) in vec2 vertex_position;
[   4.552][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 vertex_texcoord;
[   4.552][d][vo/gpu/d3d11] [  7] layout(location=1) out vec2 texcoord;
[   4.552][d][vo/gpu/d3d11] [  8] layout(location=2) in vec4 vertex_ass_color;
[   4.552][d][vo/gpu/d3d11] [  9] layout(location=2) out vec4 ass_color;
[   4.552][d][vo/gpu/d3d11] [ 10] void main() {
[   4.552][d][vo/gpu/d3d11] [ 11] gl_Position = vec4(vertex_position, 1.0, 1.0);
[   4.552][d][vo/gpu/d3d11] [ 12] texcoord = vertex_texcoord;
[   4.552][d][vo/gpu/d3d11] [ 13] ass_color = vertex_ass_color;
[   4.552][d][vo/gpu/d3d11] [ 14] }
[   4.552][d][vo/gpu/d3d11] HLSL source:
[   4.552][d][vo/gpu/d3d11] [  1] static float4 gl_Position;
[   4.552][d][vo/gpu/d3d11] [  2] static float2 _18;
[   4.552][d][vo/gpu/d3d11] [  3] static float2 _27;
[   4.552][d][vo/gpu/d3d11] [  4] static float2 _28;
[   4.552][d][vo/gpu/d3d11] [  5] static float4 _30;
[   4.552][d][vo/gpu/d3d11] [  6] static float4 _32;
[   4.552][d][vo/gpu/d3d11] [  7] 
[   4.552][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   4.552][d][vo/gpu/d3d11] [  9] {
[   4.552][d][vo/gpu/d3d11] [ 10]     float2 _18 : TEXCOORD0;
[   4.552][d][vo/gpu/d3d11] [ 11]     float2 _28 : TEXCOORD1;
[   4.552][d][vo/gpu/d3d11] [ 12]     float4 _32 : TEXCOORD2;
[   4.552][d][vo/gpu/d3d11] [ 13] };
[   4.552][d][vo/gpu/d3d11] [ 14] 
[   4.552][d][vo/gpu/d3d11] [ 15] struct SPIRV_Cross_Output
[   4.552][d][vo/gpu/d3d11] [ 16] {
[   4.552][d][vo/gpu/d3d11] [ 17]     float2 _27 : TEXCOORD1;
[   4.552][d][vo/gpu/d3d11] [ 18]     float4 _30 : TEXCOORD2;
[   4.552][d][vo/gpu/d3d11] [ 19]     float4 gl_Position : SV_Position;
[   4.552][d][vo/gpu/d3d11] [ 20] };
[   4.552][d][vo/gpu/d3d11] [ 21] 
[   4.552][d][vo/gpu/d3d11] [ 22] void vert_main()
[   4.552][d][vo/gpu/d3d11] [ 23] {
[   4.552][d][vo/gpu/d3d11] [ 24]     gl_Position = float4(_18, 1.0f, 1.0f);
[   4.552][d][vo/gpu/d3d11] [ 25]     _27 = _28;
[   4.552][d][vo/gpu/d3d11] [ 26]     _30 = _32;
[   4.552][d][vo/gpu/d3d11] [ 27]     gl_Position.y = -gl_Position.y;
[   4.552][d][vo/gpu/d3d11] [ 28] }
[   4.552][d][vo/gpu/d3d11] [ 29] 
[   4.552][d][vo/gpu/d3d11] [ 30] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   4.552][d][vo/gpu/d3d11] [ 31] {
[   4.552][d][vo/gpu/d3d11] [ 32]     _18 = stage_input._18;
[   4.552][d][vo/gpu/d3d11] [ 33]     _28 = stage_input._28;
[   4.552][d][vo/gpu/d3d11] [ 34]     _32 = stage_input._32;
[   4.552][d][vo/gpu/d3d11] [ 35]     vert_main();
[   4.552][d][vo/gpu/d3d11] [ 36]     SPIRV_Cross_Output stage_output;
[   4.552][d][vo/gpu/d3d11] [ 37]     stage_output.gl_Position = gl_Position;
[   4.552][d][vo/gpu/d3d11] [ 38]     stage_output._27 = _27;
[   4.552][d][vo/gpu/d3d11] [ 39]     stage_output._30 = _30;
[   4.552][d][vo/gpu/d3d11] [ 40]     return stage_output;
[   4.552][d][vo/gpu/d3d11] [ 41] }
[   4.553][d][lavf] reading packet for sub
[   4.554][v][vo/gpu/d3d11] shaderc compile status 'success' (0 errors, 0 warnings)
[   4.555][d][lavf] reading packet for sub
[   4.556][v][vo/gpu/d3d11] Compiled a fragment shader in 4137us
[   4.556][v][vo/gpu/d3d11] shaderc: 1654us, SPIRV-Cross: 102us, D3DCompile: 2381us
[   4.556][d][vo/gpu/d3d11] GLSL source:
[   4.556][d][vo/gpu/d3d11] [  1] #version 450
[   4.556][d][vo/gpu/d3d11] [  2] #define tex1D texture
[   4.556][d][vo/gpu/d3d11] [  3] #define tex3D texture
[   4.556][d][vo/gpu/d3d11] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[   4.556][d][vo/gpu/d3d11] [  5] layout(location=0) out vec4 out_color;
[   4.556][d][vo/gpu/d3d11] [  6] layout(location=1) in vec2 texcoord;
[   4.556][d][vo/gpu/d3d11] [  7] layout(location=2) in vec4 ass_color;
[   4.556][d][vo/gpu/d3d11] [  8] layout(binding=0) uniform sampler2D osdtex;
[   4.556][d][vo/gpu/d3d11] [  9] void main() {
[   4.556][d][vo/gpu/d3d11] [ 10] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[   4.556][d][vo/gpu/d3d11] [ 11] color = vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);
[   4.556][d][vo/gpu/d3d11] [ 12] out_color = color;
[   4.556][d][vo/gpu/d3d11] [ 13] }
[   4.556][d][vo/gpu/d3d11] HLSL source:
[   4.556][d][vo/gpu/d3d11] [  1] Texture2D<float4> _26 : register(t0);
[   4.556][d][vo/gpu/d3d11] [  2] SamplerState __26_sampler : register(s0);
[   4.556][d][vo/gpu/d3d11] [  3] 
[   4.556][d][vo/gpu/d3d11] [  4] static float4 _14;
[   4.556][d][vo/gpu/d3d11] [  5] static float2 _30;
[   4.556][d][vo/gpu/d3d11] [  6] static float4 _41;
[   4.556][d][vo/gpu/d3d11] [  7] 
[   4.556][d][vo/gpu/d3d11] [  8] struct SPIRV_Cross_Input
[   4.556][d][vo/gpu/d3d11] [  9] {
[   4.556][d][vo/gpu/d3d11] [ 10]     float2 _30 : TEXCOORD1;
[   4.556][d][vo/gpu/d3d11] [ 11]     float4 _14 : TEXCOORD2;
[   4.556][d][vo/gpu/d3d11] [ 12] };
[   4.556][d][vo/gpu/d3d11] [ 13] 
[   4.556][d][vo/gpu/d3d11] [ 14] struct SPIRV_Cross_Output
[   4.556][d][vo/gpu/d3d11] [ 15] {
[   4.556][d][vo/gpu/d3d11] [ 16]     float4 _41 : SV_Target0;
[   4.556][d][vo/gpu/d3d11] [ 17] };
[   4.556][d][vo/gpu/d3d11] [ 18] 
[   4.556][d][vo/gpu/d3d11] [ 19] void frag_main()
[   4.556][d][vo/gpu/d3d11] [ 20] {
[   4.556][d][vo/gpu/d3d11] [ 21]     _41 = float4(_14.xyz, _14.w * _26.Sample(__26_sampler, _30).x);
[   4.556][d][vo/gpu/d3d11] [ 22] }
[   4.556][d][vo/gpu/d3d11] [ 23] 
[   4.556][d][vo/gpu/d3d11] [ 24] SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
[   4.556][d][vo/gpu/d3d11] [ 25] {
[   4.556][d][vo/gpu/d3d11] [ 26]     _14 = stage_input._14;
[   4.556][d][vo/gpu/d3d11] [ 27]     _30 = stage_input._30;
[   4.556][d][vo/gpu/d3d11] [ 28]     frag_main();
[   4.556][d][vo/gpu/d3d11] [ 29]     SPIRV_Cross_Output stage_output;
[   4.556][d][vo/gpu/d3d11] [ 30]     stage_output._41 = _41;
[   4.556][d][vo/gpu/d3d11] [ 31]     return stage_output;
[   4.556][d][vo/gpu/d3d11] [ 32] }
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[   5.145][d][cplayer] Run command: cycle, flags=73, args=[pause, (NULL)]
[   5.146][v][cplayer] Set property: pause -> 1
[   5.552][d][cplayer] Run command: script-binding, flags=73, args=[osc/__keybinding2]
[   6.120][d][cplayer] Run command: quit, flags=73, args=[0]
[   6.120][v][cplayer] EOF code: 5  
[   6.120][v][ad] Uninit decoder.
[   6.120][v][vd] Uninit decoder.
[   6.138][d][vapoursynth] destroying VS filters
[   6.138][d][vapoursynth] all requests terminated
[   6.276][d][vapoursynth] uninitialized.
[   6.329][d][cplayer] Terminating demuxers...
[   6.329][d][cplayer] Run command: script-binding, flags=73, args=[osc/__keybinding1]
[   6.329][d][cplayer] Done terminating demuxers.
[   6.329][v][cplayer] finished playback, success (reason 3)
[   6.329][i][cplayer] 
[   6.329][i][cplayer] 
[   6.329][i][cplayer] Exiting... (Quit)
[   6.329][d][cplayer] Run command: enable-section, flags=64, args=[input, ]
[   6.329][d][cplayer] Run command: expand-text, flags=64, args=[${media-title}]
[   6.330][v][ipc_0] Exiting...
[   6.330][v][ytdl_hook] Exiting...
[   6.330][v][autoload] Exiting...
[   6.330][v][autospeedwin] Exiting...
[   6.330][v][stats] Exiting...
[   6.330][v][osc] Exiting...
[   6.333][v][ao/openal] draining...
[   6.352][d][vo/gpu] flushing shader cache
[   6.357][v][vo/gpu/win32] uninit
