start qv4l2 v. 1.32.0 and push "Single Step" button. Ubuntu 26.04
```
$ qv4l2 
OpenGL Error 0x500: InitializeGL.
OpenGL Error 0x502: Render settings.
.
OpenGL Error 0x502: RGB shader.
QOpenGLShader::compile(Fragment): 0(1) : error C7573: OpenGL/ES requires 
precision specifier on this float type (there is no default precision)
0(1) : error C7614: OpenGL/ES doesn't allow use of reserved word gl_TexCoord
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)

*** Problematic Fragment shader source code ***
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#line 1
uniform sampler2D tex;uniform float tex_h;void main(){   vec2 xy = 
vec2(gl_TexCoord[0].xy);   float ycoord = floor(xy.y * tex_h);   vec4 color = 
texture2D(tex, xy);   float a = color.a;   float r = color.r;   float g = 
color.g;   float b = color.b;   r = (r <= -0.081) ? -pow((r - 0.099) / -1.099, 
1.0 / 0.45) :         ((r < 0.081) ? r / 4.5 : pow((r + 0.099) / 1.099, 1.0 / 
0.45));   g = (g <= -0.081) ? -pow((g - 0.099) / -1.099, 1.0 / 0.45) :         
((g < 0.081) ? g / 4.5 : pow((g + 0.099) / 1.099, 1.0 / 0.45));   b = (b <= 
-0.081) ? -pow((b - 0.099) / -1.099, 1.0 / 0.45) :         ((b < 0.081) ? b / 
4.5 : pow((b + 0.099) / 1.099, 1.0 / 0.45));   r = (r < -0.0031308) ? -1.055 * 
pow(-r, 1.0 / 2.4) + 0.055 :         ((r <= 0.0031308) ? r * 12.92 : 1.055 * 
pow(r, 1.0 / 2.4) - 0.055);   g = (g < -0.0031308) ? -1.055 * pow(-g, 1.0 / 
2.4) + 0.055 :         ((g <= 0.0031308) ? g * 12.92 : 1.055 * pow(g, 1.0 / 
2.4) - 0.055);   b = (b < -0.0031308) ? -1.055 * pow(-b, 1.0 / 2.4) + 0.055 :   
      ((b <= 0.0031308) ? b * 12.92 : 1.055 * pow(b, 1.0 / 2.4) - 0.055);   
gl_FragColor = vec4(r, g, b, 1.0);}
***
OpenGL Error: RGB shader compilation failed.
OpenGL Error 0x502: RGB paint.
OpenGL Error 0x502: RGB paint.
OpenGL Error 0x502: Render settings.
.
OpenGL Error 0x502: RGB shader.
QOpenGLShader::compile(Fragment): 0(1) : error C7573: OpenGL/ES requires 
precision specifier on this float type (there is no default precision)
0(1) : error C7614: OpenGL/ES doesn't allow use of reserved word gl_TexCoord
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)
0(1) : error C7573: OpenGL/ES requires precision specifier on this float type 
(there is no default precision)

*** Problematic Fragment shader source code ***
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#line 1
uniform sampler2D tex;uniform float tex_h;void main(){   vec2 xy = 
vec2(gl_TexCoord[0].xy);   float ycoord = floor(xy.y * tex_h);   vec4 color = 
texture2D(tex, xy);   float a = color.a;   float r = color.r;   float g = 
color.g;   float b = color.b;   r = (r <= -0.081) ? -pow((r - 0.099) / -1.099, 
1.0 / 0.45) :         ((r < 0.081) ? r / 4.5 : pow((r + 0.099) / 1.099, 1.0 / 
0.45));   g = (g <= -0.081) ? -pow((g - 0.099) / -1.099, 1.0 / 0.45) :         
((g < 0.081) ? g / 4.5 : pow((g + 0.099) / 1.099, 1.0 / 0.45));   b = (b <= 
-0.081) ? -pow((b - 0.099) / -1.099, 1.0 / 0.45) :         ((b < 0.081) ? b / 
4.5 : pow((b + 0.099) / 1.099, 1.0 / 0.45));   r = (r < -0.0031308) ? -1.055 * 
pow(-r, 1.0 / 2.4) + 0.055 :         ((r <= 0.0031308) ? r * 12.92 : 1.055 * 
pow(r, 1.0 / 2.4) - 0.055);   g = (g < -0.0031308) ? -1.055 * pow(-g, 1.0 / 
2.4) + 0.055 :         ((g <= 0.0031308) ? g * 12.92 : 1.055 * pow(g, 1.0 / 
2.4) - 0.055);   b = (b < -0.0031308) ? -1.055 * pow(-b, 1.0 / 2.4) + 0.055 :   
      ((b <= 0.0031308) ? b * 12.92 : 1.055 * pow(b, 1.0 / 2.4) - 0.055);   
gl_FragColor = vec4(r, g, b, 1.0);}
***
OpenGL Error: RGB shader compilation failed.
OpenGL Error 0x502: RGB paint.
OpenGL Error 0x502: RGB paint.
OpenGL Error 0x502: RGB paint.
OpenGL Error 0x502: RGB paint.
OpenGL Error 0x502: RGB paint.
```

-- 
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https://bugs.launchpad.net/bugs/2133933

Title:
  qv4l2 strange image on Wayland

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