Viewing decks Freezes iMac 09'

  • When I select a deck to view or edit the game completely freezes up my computer, forcing me to power it down completely. This doesn't happen every time I view a deck, just most times. Game runs perfectly fine doing everything else.

    Will post specs and logs below

    iMac (27-inch, Late 2009)
    High Sierra 10.13.4
    3.06 GHz Intel Core 2 Duo
    16 GB 1067 MHz DDR3
    ATI Radeon HD 4670 256 MB

    Logs:

    Initialize engine version: 5.6.2p3 (bb1df3ff73a3)
    GfxDevice: creating device client; threaded=1
    Renderer: ATI Radeon HD 4670 OpenGL Engine
    Vendor: ATI Technologies Inc.
    Version: 3.3 ATI-10.4.14
    GLES: 0
    GL_ARB_blend_func_extended GL_ARB_draw_buffers_blend GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_occlusion_query2 GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shading_language_include GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB_decode GL_APPLE_client_storage GL_APPLE_container_object_shareable GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_texture_range GL_ATI_texture_mirror_once GL_NV_texture_barrier
    OPENGL LOG: Creating OpenGL 3.3 graphics device ; Context level <OpenGL 3.3> ; Context handle 42609152
    Begin MonoManager ReloadAssembly
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/UnityEngine.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/UnityEngine.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/Assembly-CSharp.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/Assembly-CSharp.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/Assembly-UnityScript.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/Assembly-UnityScript.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/UnityEngine.UI.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/UnityEngine.Networking.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/UnityEngine.Networking.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/UnityEngine.Analytics.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/UnityEngine.Analytics.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/ICSharpCode.SharpZipLib.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/ICSharpCode.SharpZipLib.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/ConditionalExpression.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/ConditionalExpression.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/PlayMaker.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/PlayMaker.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/telemetry-sdk-cs-http-unity.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/telemetry-sdk-cs-http-unity.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/telemetry-sdk-cs.dll (this message is harmless)
    Loading /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/telemetry-sdk-cs.dll into Unity Child Domain
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/System.Core.dll (this message is harmless)
    - Completed reload, in 0.499 seconds
    Platform assembly: /Applications/Hearthstone/Hearthstone.app/Contents/Resources/Data/Managed/System.dll (this message is harmless)
    -------- Shader compilation failed
    #version 150
    #extension GL_OES_EGL_image_external : require
    #define UNITY_ENABLE_REFLECTION_BUFFERS 1
    #define UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS 1
    #define UNITY_PBS_USE_BRDF1 1
    #define UNITY_SPECCUBE_BOX_PROJECTION 1
    #define UNITY_SPECCUBE_BLENDING 1
    #define UNITY_ENABLE_DETAIL_NORMALMAP 1
    #define SHADER_API_DESKTOP 1
    #define UNITY_COLORSPACE_GAMMA 1
    #define UNITY_LIGHT_PROBE_PROXY_VOLUME 1
    #ifndef SHADER_TARGET
    #define SHADER_TARGET 25
    #endif
    #ifndef SHADER_API_GLCORE
    #define SHADER_API_GLCORE 1
    #endif
    #line 1
    #ifndef GLSL_SUPPORT_INCLUDED
    #define GLSL_SUPPORT_INCLUDED
    // Automatically included in raw GLSL (GLSLPROGRAM) shader snippets, to map from some of the legacy OpenGL
    // variable names to uniform names used by Unity.
    uniform mat4 unity_ObjectToWorld;
    uniform mat4 unity_WorldToObject;
    uniform mat4 unity_MatrixVP;
    uniform mat4 unity_MatrixV;
    uniform mat4 unity_MatrixInvV;
    uniform mat4 glstate_matrix_projection;
    #define gl_ModelViewProjectionMatrix (unity_MatrixVP * unity_ObjectToWorld)
    #define gl_ModelViewMatrix (unity_MatrixV * unity_ObjectToWorld)
    #define gl_ModelViewMatrixTranspose (transpose(unity_MatrixV * unity_ObjectToWorld))
    #define gl_ModelViewMatrixInverseTranspose (transpose(unity_WorldToObject * unity_MatrixInvV))
    #define gl_NormalMatrix (transpose(mat3(unity_WorldToObject * unity_MatrixInvV)))
    #define gl_ProjectionMatrix glstate_matrix_projection
    #if __VERSION__ < 120
    mat3 transpose(mat3 mtx)
    {
    vec3 c0 = mtx[0];
    vec3 c1 = mtx[1];
    vec3 c2 = mtx[2];
    return mat3(
    vec3(c0.x, c1.x, c2.x),
    vec3(c0.y, c1.y, c2.y),
    vec3(c0.z, c1.z, c2.z)
    );
    }
    mat4 transpose(mat4 mtx)
    {
    vec4 c0 = mtx[0];
    vec4 c1 = mtx[1];
    vec4 c2 = mtx[2];
    vec4 c3 = mtx[3];
    return mat4(
    vec4(c0.x, c1.x, c2.x, c3.x),
    vec4(c0.y, c1.y, c2.y, c3.y),
    vec4(c0.z, c1.z, c2.z, c3.z),
    vec4(c0.w, c1.w, c2.w, c3.w)
    );
    }
    #endif // __VERSION__ < 120
    #endif // GLSL_SUPPORT_INCLUDED
    #line 17
    #line 8
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    #line 8
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    /* UNITY: Original start of shader */

    // #pragma glsl_es2
    uniform vec4 _MainTex_ST;



    #define gl_Vertex _glesVertex
    in vec4 _glesVertex;
    #define gl_MultiTexCoord0 _glesMultiTexCoord0
    in vec4 _glesMultiTexCoord0;
    out vec2 textureCoord;
    void main()
    {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    textureCoord = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    }
    -------- failed compiling:
    vertex shader
    ERROR: 0:2: '' : extension 'GL_OES_EGL_image_external' is not supported

    -------- Shader compilation failed
    #version 150
    #extension GL_OES_EGL_image_external : require
    #define UNITY_ENABLE_REFLECTION_BUFFERS 1
    #define UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS 1
    #define UNITY_PBS_USE_BRDF1 1
    #define UNITY_SPECCUBE_BOX_PROJECTION 1
    #define UNITY_SPECCUBE_BLENDING 1
    #define UNITY_ENABLE_DETAIL_NORMALMAP 1
    #define SHADER_API_DESKTOP 1
    #define UNITY_COLORSPACE_GAMMA 1
    #define UNITY_LIGHT_PROBE_PROXY_VOLUME 1
    #ifndef SHADER_TARGET
    #define SHADER_TARGET 25
    #endif
    #ifndef SHADER_API_GLCORE
    #define SHADER_API_GLCORE 1
    #endif
    #line 1
    #ifndef GLSL_SUPPORT_INCLUDED
    #define GLSL_SUPPORT_INCLUDED
    // Automatically included in raw GLSL (GLSLPROGRAM) shader snippets, to map from some of the legacy OpenGL
    // variable names to uniform names used by Unity.
    uniform mat4 unity_ObjectToWorld;
    uniform mat4 unity_WorldToObject;
    uniform mat4 unity_MatrixVP;
    uniform mat4 unity_MatrixV;
    uniform mat4 unity_MatrixInvV;
    uniform mat4 glstate_matrix_projection;
    #define gl_ModelViewProjectionMatrix (unity_MatrixVP * unity_ObjectToWorld)
    #define gl_ModelViewMatrix (unity_MatrixV * unity_ObjectToWorld)
    #define gl_ModelViewMatrixTranspose (transpose(unity_MatrixV * unity_ObjectToWorld))
    #define gl_ModelViewMatrixInverseTranspose (transpose(unity_WorldToObject * unity_MatrixInvV))
    #define gl_NormalMatrix (transpose(mat3(unity_WorldToObject * unity_MatrixInvV)))
    #define gl_ProjectionMatrix glstate_matrix_projection
    #if __VERSION__ < 120
    mat3 transpose(mat3 mtx)
    {
    vec3 c0 = mtx[0];
    vec3 c1 = mtx[1];
    vec3 c2 = mtx[2];
    return mat3(
    vec3(c0.x, c1.x, c2.x),
    vec3(c0.y, c1.y, c2.y),
    vec3(c0.z, c1.z, c2.z)
    );
    }
    mat4 transpose(mat4 mtx)
    {
    vec4 c0 = mtx[0];
    vec4 c1 = mtx[1];
    vec4 c2 = mtx[2];
    vec4 c3 = mtx[3];
    return mat4(
    vec4(c0.x, c1.x, c2.x, c3.x),
    vec4(c0.y, c1.y, c2.y, c3.y),
    vec4(c0.z, c1.z, c2.z, c3.z),
    vec4(c0.w, c1.w, c2.w, c3.w)
    );
    }
    #endif // __VERSION__ < 120
    #endif // GLSL_SUPPORT_INCLUDED
    #line 17
    #line 8
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    #line 8
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    /* UNITY: Original start of shader */

    // #pragma glsl_es2
    uniform vec4 _MainTex_ST;



    #define gl_FragColor _glesFragColor
    out vec4 _glesFragColor;
    vec4 AdjustForColorSpace(vec4 color)
    {
    #ifdef UNITY_COLORSPACE_GAMMA
    return color;
    #else
    // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
    vec3 sRGB = color.rgb;
    return vec4(sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878), color.a);
    #endif
    }
    in vec2 textureCoord;
    uniform samplerExternalOES _MainTex;
    void main()
    {
    gl_FragColor = AdjustForColorSpace(texture2D(_MainTex, textureCoord));
    }
    -------- failed compiling:
    fragment evaluation shader
    ERROR: 0:2: '' : extension 'GL_OES_EGL_image_external' is not supported
    ERROR: 0:38: '_MainTex' : syntax error: syntax error

    Note: Creation of internal variant of shader 'Hidden/VideoDecodeAndroid' failed.
    -------- Shader compilation failed
    #version 150
    #extension GL_OES_EGL_image_external : require
    #define UNITY_ENABLE_REFLECTION_BUFFERS 1
    #define UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS 1
    #define UNITY_PBS_USE_BRDF1 1
    #define UNITY_SPECCUBE_BOX_PROJECTION 1
    #define UNITY_SPECCUBE_BLENDING 1
    #define UNITY_ENABLE_DETAIL_NORMALMAP 1
    #define SHADER_API_DESKTOP 1
    #define UNITY_COLORSPACE_GAMMA 1
    #define UNITY_LIGHT_PROBE_PROXY_VOLUME 1
    #ifndef SHADER_TARGET
    #define SHADER_TARGET 25
    #endif
    #ifndef SHADER_API_GLCORE
    #define SHADER_API_GLCORE 1
    #endif
    #line 1
    #ifndef GLSL_SUPPORT_INCLUDED
    #define GLSL_SUPPORT_INCLUDED
    // Automatically included in raw GLSL (GLSLPROGRAM) shader snippets, to map from some of the legacy OpenGL
    // variable names to uniform names used by Unity.
    uniform mat4 unity_ObjectToWorld;
    uniform mat4 unity_WorldToObject;
    uniform mat4 unity_MatrixVP;
    uniform mat4 unity_MatrixV;
    uniform mat4 unity_MatrixInvV;
    uniform mat4 glstate_matrix_projection;
    #define gl_ModelViewProjectionMatrix (unity_MatrixVP * unity_ObjectToWorld)
    #define gl_ModelViewMatrix (unity_MatrixV * unity_ObjectToWorld)
    #define gl_ModelViewMatrixTranspose (transpose(unity_MatrixV * unity_ObjectToWorld))
    #define gl_ModelViewMatrixInverseTranspose (transpose(unity_WorldToObject * unity_MatrixInvV))
    #define gl_NormalMatrix (transpose(mat3(unity_WorldToObject * unity_MatrixInvV)))
    #define gl_ProjectionMatrix glstate_matrix_projection
    #if __VERSION__ < 120
    mat3 transpose(mat3 mtx)
    {
    vec3 c0 = mtx[0];
    vec3 c1 = mtx[1];
    vec3 c2 = mtx[2];
    return mat3(
    vec3(c0.x, c1.x, c2.x),
    vec3(c0.y, c1.y, c2.y),
    vec3(c0.z, c1.z, c2.z)
    );
    }
    mat4 transpose(mat4 mtx)
    {
    vec4 c0 = mtx[0];
    vec4 c1 = mtx[1];
    vec4 c2 = mtx[2];
    vec4 c3 = mtx[3];
    return mat4(
    vec4(c0.x, c1.x, c2.x, c3.x),
    vec4(c0.y, c1.y, c2.y, c3.y),
    vec4(c0.z, c1.z, c2.z, c3.z),
    vec4(c0.w, c1.w, c2.w, c3.w)
    );
    }
    #endif // __VERSION__ < 120
    #endif // GLSL_SUPPORT_INCLUDED
    #line 17
    #line 8
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    #line 8
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    /* UNITY: Original start of shader */

    // #pragma glsl_es2
    uniform vec4 _MainTex_ST;



    #define gl_Vertex _glesVertex
    in vec4 _glesVertex;
    #define gl_MultiTexCoord0 _glesMultiTexCoord0
    in vec4 _glesMultiTexCoord0;
    out vec2 textureCoord;
    void main()
    {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    textureCoord = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    }
    -------- failed compiling:
    vertex shader
    ERROR: 0:2: '' : extension 'GL_OES_EGL_image_external' is not supported

    -------- Shader compilation failed
    #version 150
    #extension GL_OES_EGL_image_external : require
    #define UNITY_ENABLE_REFLECTION_BUFFERS 1
    #define UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS 1
    #define UNITY_PBS_USE_BRDF1 1
    #define UNITY_SPECCUBE_BOX_PROJECTION 1
    #define UNITY_SPECCUBE_BLENDING 1
    #define UNITY_ENABLE_DETAIL_NORMALMAP 1
    #define SHADER_API_DESKTOP 1
    #define UNITY_COLORSPACE_GAMMA 1
    #define UNITY_LIGHT_PROBE_PROXY_VOLUME 1
    #ifndef SHADER_TARGET
    #define SHADER_TARGET 25
    #endif
    #ifndef SHADER_API_GLCORE
    #define SHADER_API_GLCORE 1
    #endif
    #line 1
    #ifndef GLSL_SUPPORT_INCLUDED
    #define GLSL_SUPPORT_INCLUDED
    // Automatically included in raw GLSL (GLSLPROGRAM) shader snippets, to map from some of the legacy OpenGL
    // variable names to uniform names used by Unity.
    uniform mat4 unity_ObjectToWorld;
    uniform mat4 unity_WorldToObject;
    uniform mat4 unity_MatrixVP;
    uniform mat4 unity_MatrixV;
    uniform mat4 unity_MatrixInvV;
    uniform mat4 glstate_matrix_projection;
    #define gl_ModelViewProjectionMatrix (unity_MatrixVP * unity_ObjectToWorld)
    #define gl_ModelViewMatrix (unity_MatrixV * unity_ObjectToWorld)
    #define gl_ModelViewMatrixTranspose (transpose(unity_MatrixV * unity_ObjectToWorld))
    #define gl_ModelViewMatrixInverseTranspose (transpose(unity_WorldToObject * unity_MatrixInvV))
    #define gl_NormalMatrix (transpose(mat3(unity_WorldToObject * unity_MatrixInvV)))
    #define gl_ProjectionMatrix glstate_matrix_projection
    #if __VERSION__ < 120
    mat3 transpose(mat3 mtx)
    {
    vec3 c0 = mtx[0];
    vec3 c1 = mtx[1];
    vec3 c2 = mtx[2];
    return mat3(
    vec3(c0.x, c1.x, c2.x),
    vec3(c0.y, c1.y, c2.y),
    vec3(c0.z, c1.z, c2.z)
    );
    }
    mat4 transpose(mat4 mtx)
    {
    vec4 c0 = mtx[0];
    vec4 c1 = mtx[1];
    vec4 c2 = mtx[2];
    vec4 c3 = mtx[3];
    return mat4(
    vec4(c0.x, c1.x, c2.x, c3.x),
    vec4(c0.y, c1.y, c2.y, c3.y),
    vec4(c0.z, c1.z, c2.z, c3.z),
    vec4(c0.w, c1.w, c2.w, c3.w)
    );
    }
    #endif // __VERSION__ < 120
    #endif // GLSL_SUPPORT_INCLUDED
    #line 17
    #line 8
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    #line 8
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    /* UNITY: Original start of shader */

    // #pragma glsl_es2
    uniform vec4 _MainTex_ST;



    #define gl_FragColor _glesFragColor
    out vec4 _glesFragColor;
    vec4 AdjustForColorSpace(vec4 color)
    {
    #ifdef UNITY_COLORSPACE_GAMMA
    return color;
    #else
    // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
    vec3 sRGB = color.rgb;
    return vec4(sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878), color.a);
    #endif
    }
    in vec2 textureCoord;
    uniform samplerExternalOES _MainTex;
    void main()
    {
    gl_FragColor = AdjustForColorSpace(texture2D(_MainTex, textureCoord));
    }
    -------- failed compiling:
    fragment evaluation shader
    ERROR: 0:2: '' : extension 'GL_OES_EGL_image_external' is not supported
    ERROR: 0:38: '_MainTex' : syntax error: syntax error

    Note: Creation of internal variant of shader 'Hidden/VideoDecodeAndroid' failed.
    -------- Shader compilation failed
    #version 150
    #extension GL_OES_EGL_image_external : require
    #define UNITY_ENABLE_REFLECTION_BUFFERS 1
    #define UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS 1
    #define UNITY_PBS_USE_BRDF1 1
    #define UNITY_SPECCUBE_BOX_PROJECTION 1
    #define UNITY_SPECCUBE_BLENDING 1
    #define UNITY_ENABLE_DETAIL_NORMALMAP 1
    #define SHADER_API_DESKTOP 1
    #define UNITY_COLORSPACE_GAMMA 1
    #define UNITY_LIGHT_PROBE_PROXY_VOLUME 1
    #ifndef SHADER_TARGET
    #define SHADER_TARGET 25
    #endif
    #ifndef SHADER_API_GLCORE
    #define SHADER_API_GLCORE 1
    #endif
    #line 1
    #ifndef GLSL_SUPPORT_INCLUDED
    #define GLSL_SUPPORT_INCLUDED
    // Automatically included in raw GLSL (GLSLPROGRAM) shader snippets, to map from some of the legacy OpenGL
    // variable names to uniform names used by Unity.
    uniform mat4 unity_ObjectToWorld;
    uniform mat4 unity_WorldToObject;
    uniform mat4 unity_MatrixVP;
    uniform mat4 unity_MatrixV;
    uniform mat4 unity_MatrixInvV;
    uniform mat4 glstate_matrix_projection;
    #define gl_ModelViewProjectionMatrix (unity_MatrixVP * unity_ObjectToWorld)
    #define gl_ModelViewMatrix (unity_MatrixV * unity_ObjectToWorld)
    #define gl_ModelViewMatrixTranspose (transpose(unity_MatrixV * unity_ObjectToWorld))
    #define gl_ModelViewMatrixInverseTranspose (transpose(unity_WorldToObject * unity_MatrixInvV))
    #define gl_NormalMatrix (transpose(mat3(unity_WorldToObject * unity_MatrixInvV)))
    #define gl_ProjectionMatrix glstate_matrix_projection
    #if __VERSION__ < 120
    mat3 transpose(mat3 mtx)
    {
    vec3 c0 = mtx[0];
    vec3 c1 = mtx[1];
    vec3 c2 = mtx[2];
    return mat3(
    vec3(c0.x, c1.x, c2.x),
    vec3(c0.y, c1.y, c2.y),
    vec3(c0.z, c1.z, c2.z)
    );
    }
    mat4 transpose(mat4 mtx)
    {
    vec4 c0 = mtx[0];
    vec4 c1 = mtx[1];
    vec4 c2 = mtx[2];
    vec4 c3 = mtx[3];
    return mat4(
    vec4(c0.x, c1.x, c2.x, c3.x),
    vec4(c0.y, c1.y, c2.y, c3.y),
    vec4(c0.z, c1.z, c2.z, c3.z),
    vec4(c0.w, c1.w, c2.w, c3.w)
    );
    }
    #endif // __VERSION__ < 120
    #endif // GLSL_SUPPORT_INCLUDED
    #line 17
    #line 55
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    #line 55
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    /* UNITY: Original start of shader */

    // #pragma glsl_es2
    uniform vec4 _MainTex_ST;



    #define gl_Vertex _glesVertex
    in vec4 _glesVertex;
    #define gl_MultiTexCoord0 _glesMultiTexCoord0
    in vec4 _glesMultiTexCoord0;
    out vec3 textureCoordSplit;
    void main()
    {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    textureCoordSplit.xz = vec2(0.5 * gl_MultiTexCoord0.x * _MainTex_ST.x, gl_MultiTexCoord0.y * _MainTex_ST.y) + _MainTex_ST.zw;
    textureCoordSplit.y = textureCoordSplit.x + 0.5 * _MainTex_ST.x;
    }
    -------- failed compiling:
    vertex shader
    ERROR: 0:2: '' : extension 'GL_OES_EGL_image_external' is not supported

    -------- Shader compilation failed
    #version 150
    #extension GL_OES_EGL_image_external : require
    #define UNITY_ENABLE_REFLECTION_BUFFERS 1
    #define UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS 1
    #define UNITY_PBS_USE_BRDF1 1
    #define UNITY_SPECCUBE_BOX_PROJECTION 1
    #define UNITY_SPECCUBE_BLENDING 1
    #define UNITY_ENABLE_DETAIL_NORMALMAP 1
    #define SHADER_API_DESKTOP 1
    #define UNITY_COLORSPACE_GAMMA 1
    #define UNITY_LIGHT_PROBE_PROXY_VOLUME 1
    #ifndef SHADER_TARGET
    #define SHADER_TARGET 25
    #endif
    #ifndef SHADER_API_GLCORE
    #define SHADER_API_GLCORE 1
    #endif
    #line 1
    #ifndef GLSL_SUPPORT_INCLUDED
    #define GLSL_SUPPORT_INCLUDED
    // Automatically included in raw GLSL (GLSLPROGRAM) shader snippets, to map from some of the legacy OpenGL
    // variable names to uniform names used by Unity.
    uniform mat4 unity_ObjectToWorld;
    uniform mat4 unity_WorldToObject;
    uniform mat4 unity_MatrixVP;
    uniform mat4 unity_MatrixV;
    uniform mat4 unity_MatrixInvV;
    uniform mat4 glstate_matrix_projection;
    #define gl_ModelViewProjectionMatrix (unity_MatrixVP * unity_ObjectToWorld)
    #define gl_ModelViewMatrix (unity_MatrixV * unity_ObjectToWorld)
    #define gl_ModelViewMatrixTranspose (transpose(unity_MatrixV * unity_ObjectToWorld))
    #define gl_ModelViewMatrixInverseTranspose (transpose(unity_WorldToObject * unity_MatrixInvV))
    #define gl_NormalMatrix (transpose(mat3(unity_WorldToObject * unity_MatrixInvV)))
    #define gl_ProjectionMatrix glstate_matrix_projection
    #if __VERSION__ < 120
    mat3 transpose(mat3 mtx)
    {
    vec3 c0 = mtx[0];
    vec3 c1 = mtx[1];
    vec3 c2 = mtx[2];
    return mat3(
    vec3(c0.x, c1.x, c2.x),
    vec3(c0.y, c1.y, c2.y),
    vec3(c0.z, c1.z, c2.z)
    );
    }
    mat4 transpose(mat4 mtx)
    {
    vec4 c0 = mtx[0];
    vec4 c1 = mtx[1];
    vec4 c2 = mtx[2];
    vec4 c3 = mtx[3];
    return mat4(
    vec4(c0.x, c1.x, c2.x, c3.x),
    vec4(c0.y, c1.y, c2.y, c3.y),
    vec4(c0.z, c1.z, c2.z, c3.z),
    vec4(c0.w, c1.w, c2.w, c3.w)
    );
    }
    #endif // __VERSION__ < 120
    #endif // GLSL_SUPPORT_INCLUDED
    #line 17
    #line 55
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    #line 55
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    /* UNITY: Original start of shader */

    // #pragma glsl_es2
    uniform vec4 _MainTex_ST;



    #define gl_FragColor _glesFragColor
    out vec4 _glesFragColor;
    vec4 AdjustForColorSpace(vec4 color)
    {
    #ifdef UNITY_COLORSPACE_GAMMA
    return color;
    #else
    // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
    vec3 sRGB = color.rgb;
    return vec4(sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878), color.a);
    #endif
    }
    in vec3 textureCoordSplit;
    uniform samplerExternalOES _MainTex;
    void main()
    {
    gl_FragColor.rgb = AdjustForColorSpace(texture2D(_MainTex, textureCoordSplit.xz)).rgb;
    gl_FragColor.a = texture2D(_MainTex, textureCoordSplit.yz).g;
    }
    -------- failed compiling:
    fragment evaluation shader
    ERROR: 0:2: '' : extension 'GL_OES_EGL_image_external' is not supported
    ERROR: 0:85: '_MainTex' : syntax error: syntax error

    Note: Creation of internal variant of shader 'Hidden/VideoDecodeAndroid' failed.
    -------- Shader compilation failed
    #version 150
    #extension GL_OES_EGL_image_external : require
    #define UNITY_ENABLE_REFLECTION_BUFFERS 1
    #define UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS 1
    #define UNITY_PBS_USE_BRDF1 1
    #define UNITY_SPECCUBE_BOX_PROJECTION 1
    #define UNITY_SPECCUBE_BLENDING 1
    #define UNITY_ENABLE_DETAIL_NORMALMAP 1
    #define SHADER_API_DESKTOP 1
    #define UNITY_COLORSPACE_GAMMA 1
    #define UNITY_LIGHT_PROBE_PROXY_VOLUME 1
    #ifndef SHADER_TARGET
    #define SHADER_TARGET 25
    #endif
    #ifndef SHADER_API_GLCORE
    #define SHADER_API_GLCORE 1
    #endif
    #line 1
    #ifndef GLSL_SUPPORT_INCLUDED
    #define GLSL_SUPPORT_INCLUDED
    // Automatically included in raw GLSL (GLSLPROGRAM) shader snippets, to map from some of the legacy OpenGL
    // variable names to uniform names used by Unity.
    uniform mat4 unity_ObjectToWorld;
    uniform mat4 unity_WorldToObject;
    uniform mat4 unity_MatrixVP;
    uniform mat4 unity_MatrixV;
    uniform mat4 unity_MatrixInvV;
    uniform mat4 glstate_matrix_projection;
    #define gl_ModelViewProjectionMatrix (unity_MatrixVP * unity_ObjectToWorld)
    #define gl_ModelViewMatrix (unity_MatrixV * unity_ObjectToWorld)
    #define gl_ModelViewMatrixTranspose (transpose(unity_MatrixV * unity_ObjectToWorld))
    #define gl_ModelViewMatrixInverseTranspose (transpose(unity_WorldToObject * unity_MatrixInvV))
    #define gl_NormalMatrix (transpose(mat3(unity_WorldToObject * unity_MatrixInvV)))
    #define gl_ProjectionMatrix glstate_matrix_projection
    #if __VERSION__ < 120
    mat3 transpose(mat3 mtx)
    {
    vec3 c0 = mtx[0];
    vec3 c1 = mtx[1];
    vec3 c2 = mtx[2];
    return mat3(
    vec3(c0.x, c1.x, c2.x),
    vec3(c0.y, c1.y, c2.y),
    vec3(c0.z, c1.z, c2.z)
    );
    }
    mat4 transpose(mat4 mtx)
    {
    vec4 c0 = mtx[0];
    vec4 c1 = mtx[1];
    vec4 c2 = mtx[2];
    vec4 c3 = mtx[3];
    return mat4(
    vec4(c0.x, c1.x, c2.x, c3.x),
    vec4(c0.y, c1.y, c2.y, c3.y),
    vec4(c0.z, c1.z, c2.z, c3.z),
    vec4(c0.w, c1.w, c2.w, c3.w)
    );
    }
    #endif // __VERSION__ < 120
    #endif // GLSL_SUPPORT_INCLUDED
    #line 17
    #line 55
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    #line 55
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    /* UNITY: Original start of shader */

    // #pragma glsl_es2
    uniform vec4 _MainTex_ST;



    #define gl_Vertex _glesVertex
    in vec4 _glesVertex;
    #define gl_MultiTexCoord0 _glesMultiTexCoord0
    in vec4 _glesMultiTexCoord0;
    out vec3 textureCoordSplit;
    void main()
    {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    textureCoordSplit.xz = vec2(0.5 * gl_MultiTexCoord0.x * _MainTex_ST.x, gl_MultiTexCoord0.y * _MainTex_ST.y) + _MainTex_ST.zw;
    textureCoordSplit.y = textureCoordSplit.x + 0.5 * _MainTex_ST.x;
    }
    -------- failed compiling:
    vertex shader
    ERROR: 0:2: '' : extension 'GL_OES_EGL_image_external' is not supported

    -------- Shader compilation failed
    #version 150
    #extension GL_OES_EGL_image_external : require
    #define UNITY_ENABLE_REFLECTION_BUFFERS 1
    #define UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS 1
    #define UNITY_PBS_USE_BRDF1 1
    #define UNITY_SPECCUBE_BOX_PROJECTION 1
    #define UNITY_SPECCUBE_BLENDING 1
    #define UNITY_ENABLE_DETAIL_NORMALMAP 1
    #define SHADER_API_DESKTOP 1
    #define UNITY_COLORSPACE_GAMMA 1
    #define UNITY_LIGHT_PROBE_PROXY_VOLUME 1
    #ifndef SHADER_TARGET
    #define SHADER_TARGET 25
    #endif
    #ifndef SHADER_API_GLCORE
    #define SHADER_API_GLCORE 1
    #endif
    #line 1
    #ifndef GLSL_SUPPORT_INCLUDED
    #define GLSL_SUPPORT_INCLUDED
    // Automatically included in raw GLSL (GLSLPROGRAM) shader snippets, to map from some of the legacy OpenGL
    // variable names to uniform names used by Unity.
    uniform mat4 unity_ObjectToWorld;
    uniform mat4 unity_WorldToObject;
    uniform mat4 unity_MatrixVP;
    uniform mat4 unity_MatrixV;
    uniform mat4 unity_MatrixInvV;
    uniform mat4 glstate_matrix_projection;
    #define gl_ModelViewProjectionMatrix (unity_MatrixVP * unity_ObjectToWorld)
    #define gl_ModelViewMatrix (unity_MatrixV * unity_ObjectToWorld)
    #define gl_ModelViewMatrixTranspose (transpose(unity_MatrixV * unity_ObjectToWorld))
    #define gl_ModelViewMatrixInverseTranspose (transpose(unity_WorldToObject * unity_MatrixInvV))
    #define gl_NormalMatrix (transpose(mat3(unity_WorldToObject * unity_MatrixInvV)))
    #define gl_ProjectionMatrix glstate_matrix_projection
    #if __VERSION__ < 120
    mat3 transpose(mat3 mtx)
    {
    vec3 c0 = mtx[0];
    vec3 c1 = mtx[1];
    vec3 c2 = mtx[2];
    return mat3(
    vec3(c0.x, c1.x, c2.x),
    vec3(c0.y, c1.y, c2.y),
    vec3(c0.z, c1.z, c2.z)
    );
    }
    mat4 transpose(mat4 mtx)
    {
    vec4 c0 = mtx[0];
    vec4 c1 = mtx[1];
    vec4 c2 = mtx[2];
    vec4 c3 = mtx[3];
    return mat4(
    vec4(c0.x, c1.x, c2.x, c3.x),
    vec4(c0.y, c1.y, c2.y, c3.y),
    vec4(c0.z, c1.z, c2.z, c3.z),
    vec4(c0.w, c1.w, c2.w, c3.w)
    );
    }
    #endif // __VERSION__ < 120
    #endif // GLSL_SUPPORT_INCLUDED
    #line 17
    #line 55
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    #line 55
    #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
    #endif
    /* UNITY: Original start of shader */

    // #pragma glsl_es2
    uniform vec4 _MainTex_ST;



    #define gl_FragColor _glesFragColor
    out vec4 _glesFragColor;
    vec4 AdjustForColorSpace(vec4 color)
    {
    #ifdef UNITY_COLORSPACE_GAMMA
    return color;
    #else
    // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
    vec3 sRGB = color.rgb;
    return vec4(sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878), color.a);
    #endif
    }
    in vec3 textureCoordSplit;
    uniform samplerExternalOES _MainTex;
    void main()
    {
    gl_FragColor.rgb = AdjustForColorSpace(texture2D(_MainTex, textureCoordSplit.xz)).rgb;
    gl_FragColor.a = texture2D(_MainTex, textureCoordSplit.yz).g;
    }
    -------- failed compiling:
    fragment evaluation shader
    ERROR: 0:2: '' : extension 'GL_OES_EGL_image_external' is not supported
    ERROR: 0:85: '_MainTex' : syntax error: syntax error

    Note: Creation of internal variant of shader 'Hidden/VideoDecodeAndroid' failed.
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeAndroid' - Pass 'RGBAEXTERNAL_TO_RGBA' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeAndroid' - Setting to default shader.
    UnloadTime: 2.535341 ms
    Error loading config file client.config

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Failed to read DeviceEmulation from client.config

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Logging Unity output to: /Users/test/Library/Preferences/Blizzard/Hearthstone/Logs/hearthstone_2018_04_01_16_29_01.log

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Command Line: -psn_0_40970

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Current working dir=/Applications/Hearthstone

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Error loading config file client.config

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Failed to load config file:

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    System Info:

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Device Name: Paul’s iMac

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Device Model: iMac10,1

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - OS: Mac OS X 10.13.4

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - CPU Type: Intel(R) Core(TM)2 Duo CPU E7600 @ 3.06GHz

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - CPU Cores: 2

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - System Memory: 16384

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Screen Resolution: 2560x1440

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Screen DPI: 109

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - GPU ID: 38024

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - GPU Name: ATI Radeon HD 4670 OpenGL Engine

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - GPU Vendor: ATI Technologies Inc.

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - GPU Memory: 256

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - GPU Shader Level: 40

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - GPU NPOT Support: Full

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics API (version): OpenGL 3.3 ATI-10.4.14

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics API (type): OpenGLCore

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics Supported Render Target Count: 8

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics Supports 3D Textures: True

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics Supports Compute Shaders: False

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics Supports Image Effects: True

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics Supports Render To Cubemap: True

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics Supports Shadows: True

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics Supports Sparse Textures: False

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics RenderTextureFormat.ARGBHalf: True

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    SystemInfo - Graphics Metal Support: False

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Unloading 4 Unused Serialized files (Serialized files now loaded: 68)

    Unloading 5 unused Assets to reduce memory usage. Loaded Objects now: 3090.
    Total: 3.312461 ms (FindLiveObjects: 0.316040 ms CreateObjectMapping: 0.081324 ms MarkObjects: 2.880740 ms DeleteObjects: 0.033987 ms)

    Setting up 1 worker threads for Enlighten.
    Thread -> id: 70000d2fe000 -> priority: 1
  • Hello, SirDigby!

    Sounds like it could be the cache as it's only happening on the viewing the deck. Could we try clearing the Hearthstone cache?
      1. Open the Finder
      2. Go to the Menu bar, and open the Go Menu
      3. Select Go to Folder...
      4. Copy the path and past it into the input field.
      ~/Library/Preferences
      5. Delete the Blizzard folder.

    Retry on Hearthstone!

    I have a few additional steps that may help the freezing.

    Good luck!