2021-11-16 15:15:36 +00:00
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct PointLight {
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vec4 position;
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};
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2021-12-21 01:48:13 +00:00
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struct Uniforms {
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mat4 worldView;
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mat4 proj;
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uint numPointLights;
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uint color_source;
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vec4 color;
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};
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2021-11-16 15:15:36 +00:00
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layout (binding = 0) uniform Uniforms_1 {
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mat4 worldView;
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mat4 proj;
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uint numPointLights;
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uint color_source;
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vec4 color;
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} uniforms;
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layout (binding = 1) buffer PointLights_1 {
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PointLight values[];
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} pointLights;
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uniform highp sampler2D myTexture;
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struct FragmentInput {
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vec4 position;
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vec4 view_position;
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vec4 normal;
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vec2 uv;
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vec4 color;
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};
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struct FragmentOutput {
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vec4 color;
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};
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struct tint_symbol_3 {
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vec4 view_position;
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vec4 normal;
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vec2 uv;
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vec4 color;
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vec4 position;
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};
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struct tint_symbol_4 {
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vec4 color;
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};
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FragmentOutput tint_symbol_inner(FragmentInput fragment) {
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FragmentOutput tint_symbol_1 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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tint_symbol_1.color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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return tint_symbol_1;
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}
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tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
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FragmentInput tint_symbol_5 = FragmentInput(tint_symbol_2.position, tint_symbol_2.view_position, tint_symbol_2.normal, tint_symbol_2.uv, tint_symbol_2.color);
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FragmentOutput inner_result = tint_symbol_inner(tint_symbol_5);
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tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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in vec4 view_position;
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in vec4 normal;
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in vec2 uv;
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in vec4 color;
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out vec4 color;
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void main() {
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tint_symbol_3 inputs;
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inputs.view_position = view_position;
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inputs.normal = normal;
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inputs.uv = uv;
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inputs.color = color;
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inputs.position = gl_FragCoord;
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tint_symbol_4 outputs;
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outputs = tint_symbol(inputs);
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color = outputs.color;
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}
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Error parsing GLSL shader:
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2021-12-21 01:48:13 +00:00
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ERROR: 0:66: 'color' : redefinition
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2021-11-16 15:15:36 +00:00
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ERROR: 1 compilation errors. No code generated.
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