SKIP: FAILED #version 310 es precision mediump float; struct lightingInfo { vec3 diffuse; vec3 specular; }; float u_Float = 0.0f; vec3 u_Color = vec3(0.0f, 0.0f, 0.0f); uniform highp sampler2D TextureSamplerTexture; vec2 vMainuv = vec2(0.0f, 0.0f); layout (binding = 6) uniform LeftOver_1 { mat4 u_World; mat4 u_ViewProjection; float u_bumpStrength; uint padding; vec3 u_cameraPosition; float u_parallaxScale; float textureInfoName; uint padding_1; vec2 tangentSpaceParameter0; } x_269; vec4 v_output1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); bool tint_symbol = false; vec2 v_uv = vec2(0.0f, 0.0f); vec4 v_output2 = vec4(0.0f, 0.0f, 0.0f, 0.0f); uniform highp sampler2D TextureSampler1Texture; layout (binding = 5) uniform Light0_1 { vec4 vLightData; vec4 vLightDiffuse; vec4 vLightSpecular; vec3 vLightGround; uint padding_2; vec4 shadowsInfo; vec2 depthValues; } light0; vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); mat3 cotangent_frame_vf3_vf3_vf2_vf2_(inout vec3 normal_1, inout vec3 p, inout vec2 uv, inout vec2 tangentSpaceParams) { vec3 dp1 = vec3(0.0f, 0.0f, 0.0f); vec3 dp2 = vec3(0.0f, 0.0f, 0.0f); vec2 duv1 = vec2(0.0f, 0.0f); vec2 duv2 = vec2(0.0f, 0.0f); vec3 dp2perp = vec3(0.0f, 0.0f, 0.0f); vec3 dp1perp = vec3(0.0f, 0.0f, 0.0f); vec3 tangent = vec3(0.0f, 0.0f, 0.0f); vec3 bitangent = vec3(0.0f, 0.0f, 0.0f); float invmax = 0.0f; vec3 x_133 = p; dp1 = ddx(x_133); vec3 x_136 = p; dp2 = ddy(x_136); vec2 x_139 = uv; duv1 = ddx(x_139); vec2 x_142 = uv; duv2 = ddy(x_142); vec3 x_145 = dp2; vec3 x_146 = normal_1; dp2perp = cross(x_145, x_146); vec3 x_149 = normal_1; dp1perp = cross(x_149, dp1); vec3 x_153 = dp2perp; float x_155 = duv1.x; vec3 x_157 = dp1perp; float x_159 = duv2.x; tangent = ((x_153 * x_155) + (x_157 * x_159)); vec3 x_163 = dp2perp; float x_165 = duv1.y; vec3 x_167 = dp1perp; float x_169 = duv2.y; bitangent = ((x_163 * x_165) + (x_167 * x_169)); float x_173 = tangentSpaceParams.x; tangent = (tangent * x_173); float x_177 = tangentSpaceParams.y; bitangent = (bitangent * x_177); invmax = rsqrt(max(dot(tangent, tangent), dot(bitangent, bitangent))); vec3 x_191 = (tangent * invmax); vec3 x_194 = (bitangent * invmax); vec3 x_195 = normal_1; return mat3(vec3(x_191.x, x_191.y, x_191.z), vec3(x_194.x, x_194.y, x_194.z), vec3(x_195.x, x_195.y, x_195.z)); } mat3 transposeMat3_mf33_(inout mat3 inMatrix) { vec3 i0 = vec3(0.0f, 0.0f, 0.0f); vec3 i1 = vec3(0.0f, 0.0f, 0.0f); vec3 i2 = vec3(0.0f, 0.0f, 0.0f); mat3 outMatrix = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); vec3 x_60 = inMatrix[0]; i0 = x_60; vec3 x_64 = inMatrix[1]; i1 = x_64; vec3 x_68 = inMatrix[2]; i2 = x_68; float x_73 = i0.x; float x_75 = i1.x; float x_77 = i2.x; vec3 x_78 = vec3(x_73, x_75, x_77); float x_81 = i0.y; float x_83 = i1.y; float x_85 = i2.y; vec3 x_86 = vec3(x_81, x_83, x_85); float x_89 = i0.z; float x_91 = i1.z; float x_93 = i2.z; vec3 x_94 = vec3(x_89, x_91, x_93); outMatrix = mat3(vec3(x_78.x, x_78.y, x_78.z), vec3(x_86.x, x_86.y, x_86.z), vec3(x_94.x, x_94.y, x_94.z)); return outMatrix; } vec3 perturbNormalBase_mf33_vf3_f1_(inout mat3 cotangentFrame, inout vec3 normal, inout float scale) { mat3 x_113 = cotangentFrame; vec3 x_114 = normal; return normalize((x_113 * x_114)); } vec3 perturbNormal_mf33_vf3_f1_(inout mat3 cotangentFrame_1, inout vec3 textureSample, inout float scale_1) { mat3 param = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); vec3 param_1 = vec3(0.0f, 0.0f, 0.0f); float param_2 = 0.0f; vec3 x_119 = textureSample; mat3 x_125 = cotangentFrame_1; param = x_125; param_1 = ((x_119 * 2.0f) - vec3(1.0f, 1.0f, 1.0f)); float x_128 = scale_1; param_2 = x_128; vec3 x_129 = perturbNormalBase_mf33_vf3_f1_(param, param_1, param_2); return x_129; } lightingInfo computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(inout vec3 viewDirectionW, inout vec3 vNormal, inout vec4 lightData, inout vec3 diffuseColor, inout vec3 specularColor, inout vec3 groundColor, inout float glossiness) { float ndl = 0.0f; lightingInfo result = lightingInfo(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f)); vec3 angleW = vec3(0.0f, 0.0f, 0.0f); float specComp = 0.0f; vec3 x_212 = vNormal; vec4 x_213 = lightData; ndl = ((dot(x_212, vec3(x_213.x, x_213.y, x_213.z)) * 0.5f) + 0.5f); vec3 x_220 = groundColor; vec3 x_221 = diffuseColor; float x_222 = ndl; result.diffuse = mix(x_220, x_221, vec3(x_222, x_222, x_222)); vec3 x_227 = viewDirectionW; vec4 x_228 = lightData; angleW = normalize((x_227 + vec3(x_228.x, x_228.y, x_228.z))); vec3 x_233 = vNormal; specComp = max(0.0f, dot(x_233, angleW)); float x_237 = specComp; float x_238 = glossiness; specComp = pow(x_237, max(1.0f, x_238)); float x_241 = specComp; vec3 x_242 = specularColor; result.specular = (x_242 * x_241); return result; } void main_1() { vec4 tempTextureRead = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec3 rgb = vec3(0.0f, 0.0f, 0.0f); vec3 output5 = vec3(0.0f, 0.0f, 0.0f); vec4 output4 = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec2 uvOffset = vec2(0.0f, 0.0f); float normalScale = 0.0f; vec2 TBNUV = vec2(0.0f, 0.0f); vec2 x_299 = vec2(0.0f, 0.0f); mat3 TBN = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); vec3 param_3 = vec3(0.0f, 0.0f, 0.0f); vec3 param_4 = vec3(0.0f, 0.0f, 0.0f); vec2 param_5 = vec2(0.0f, 0.0f); vec2 param_6 = vec2(0.0f, 0.0f); mat3 invTBN = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); mat3 param_7 = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float parallaxLimit = 0.0f; vec2 vOffsetDir = vec2(0.0f, 0.0f); vec2 vMaxOffset = vec2(0.0f, 0.0f); float numSamples = 0.0f; float stepSize = 0.0f; float currRayHeight = 0.0f; vec2 vCurrOffset = vec2(0.0f, 0.0f); vec2 vLastOffset = vec2(0.0f, 0.0f); float lastSampledHeight = 0.0f; float currSampledHeight = 0.0f; int i = 0; float delta1 = 0.0f; float delta2 = 0.0f; float ratio = 0.0f; vec2 parallaxOcclusion_0 = vec2(0.0f, 0.0f); mat3 param_8 = mat3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); vec3 param_9 = vec3(0.0f, 0.0f, 0.0f); float param_10 = 0.0f; vec2 output6 = vec2(0.0f, 0.0f); vec4 tempTextureRead1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec3 rgb1 = vec3(0.0f, 0.0f, 0.0f); vec3 viewDirectionW_1 = vec3(0.0f, 0.0f, 0.0f); float shadow = 0.0f; float glossiness_1 = 0.0f; vec3 diffuseBase = vec3(0.0f, 0.0f, 0.0f); vec3 specularBase = vec3(0.0f, 0.0f, 0.0f); vec3 normalW = vec3(0.0f, 0.0f, 0.0f); lightingInfo info = lightingInfo(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f)); vec3 param_11 = vec3(0.0f, 0.0f, 0.0f); vec3 param_12 = vec3(0.0f, 0.0f, 0.0f); vec4 param_13 = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec3 param_14 = vec3(0.0f, 0.0f, 0.0f); vec3 param_15 = vec3(0.0f, 0.0f, 0.0f); vec3 param_16 = vec3(0.0f, 0.0f, 0.0f); float param_17 = 0.0f; vec3 diffuseOutput = vec3(0.0f, 0.0f, 0.0f); vec3 specularOutput = vec3(0.0f, 0.0f, 0.0f); vec3 output3 = vec3(0.0f, 0.0f, 0.0f); u_Float = 100.0f; u_Color = vec3(0.5f, 0.5f, 0.5f); vec4 x_262 = texture(TextureSamplerTexture, vMainuv); tempTextureRead = x_262; vec4 x_264 = tempTextureRead; float x_273 = x_269.textureInfoName; rgb = (vec3(x_264.x, x_264.y, x_264.z) * x_273); vec3 x_279 = x_269.u_cameraPosition; vec4 x_282 = v_output1; output5 = normalize((x_279 - vec3(x_282.x, x_282.y, x_282.z))); output4 = vec4(0.0f, 0.0f, 0.0f, 0.0f); uvOffset = vec2(0.0f, 0.0f); float x_292 = x_269.u_bumpStrength; normalScale = (1.0f / x_292); if (tint_symbol) { x_299 = v_uv; } else { x_299 = -(v_uv); } TBNUV = x_299; vec4 x_310 = v_output2; param_3 = (vec3(x_310.x, x_310.y, x_310.z) * normalScale); vec4 x_317 = v_output1; param_4 = vec3(x_317.x, x_317.y, x_317.z); param_5 = TBNUV; vec2 x_324 = x_269.tangentSpaceParameter0; param_6 = x_324; mat3 x_325 = cotangent_frame_vf3_vf3_vf2_vf2_(param_3, param_4, param_5, param_6); TBN = x_325; param_7 = TBN; mat3 x_329 = transposeMat3_mf33_(param_7); invTBN = x_329; vec3 x_334 = (invTBN * -(output5)); parallaxLimit = (length(vec2(x_334.x, x_334.y)) / (invTBN * -(output5)).z); float x_345 = x_269.u_parallaxScale; parallaxLimit = (parallaxLimit * x_345); vec3 x_352 = (invTBN * -(output5)); vOffsetDir = normalize(vec2(x_352.x, x_352.y)); vMaxOffset = (vOffsetDir * parallaxLimit); vec4 x_366 = v_output2; numSamples = (15.0f + (dot((invTBN * -(output5)), (invTBN * vec3(x_366.x, x_366.y, x_366.z))) * -11.0f)); stepSize = (1.0f / numSamples); currRayHeight = 1.0f; vCurrOffset = vec2(0.0f, 0.0f); vLastOffset = vec2(0.0f, 0.0f); lastSampledHeight = 1.0f; currSampledHeight = 1.0f; i = 0; { for(; (i < 15); i = (i + 1)) { vec4 x_397 = texture(TextureSamplerTexture, (v_uv + vCurrOffset)); currSampledHeight = x_397.w; if ((currSampledHeight > currRayHeight)) { delta1 = (currSampledHeight - currRayHeight); delta2 = ((currRayHeight + stepSize) - lastSampledHeight); ratio = (delta1 / (delta1 + delta2)); vCurrOffset = ((vLastOffset * ratio) + (vCurrOffset * (1.0f - ratio))); break; } else { currRayHeight = (currRayHeight - stepSize); vLastOffset = vCurrOffset; vCurrOffset = (vCurrOffset + (vMaxOffset * stepSize)); lastSampledHeight = currSampledHeight; } } } parallaxOcclusion_0 = vCurrOffset; uvOffset = parallaxOcclusion_0; vec4 x_452 = texture(TextureSamplerTexture, (v_uv + uvOffset)); float x_454 = x_269.u_bumpStrength; param_8 = TBN; param_9 = vec3(x_452.x, x_452.y, x_452.z); param_10 = (1.0f / x_454); vec3 x_461 = perturbNormal_mf33_vf3_f1_(param_8, param_9, param_10); output4 = vec4(x_461.x, x_461.y, x_461.z, output4.w); output6 = (v_uv + uvOffset); vec4 x_475 = texture(TextureSampler1Texture, output6); tempTextureRead1 = x_475; vec4 x_477 = tempTextureRead1; rgb1 = vec3(x_477.x, x_477.y, x_477.z); vec3 x_481 = x_269.u_cameraPosition; vec4 x_482 = v_output1; viewDirectionW_1 = normalize((x_481 - vec3(x_482.x, x_482.y, x_482.z))); shadow = 1.0f; glossiness_1 = (1.0f * u_Float); diffuseBase = vec3(0.0f, 0.0f, 0.0f); specularBase = vec3(0.0f, 0.0f, 0.0f); vec4 x_494 = output4; normalW = vec3(x_494.x, x_494.y, x_494.z); param_11 = viewDirectionW_1; param_12 = normalW; vec4 x_507 = light0.vLightData; param_13 = x_507; vec4 x_510 = light0.vLightDiffuse; param_14 = vec3(x_510.x, x_510.y, x_510.z); vec4 x_514 = light0.vLightSpecular; param_15 = vec3(x_514.x, x_514.y, x_514.z); vec3 x_518 = light0.vLightGround; param_16 = x_518; param_17 = glossiness_1; lightingInfo x_521 = computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(param_11, param_12, param_13, param_14, param_15, param_16, param_17); info = x_521; shadow = 1.0f; vec3 x_523 = info.diffuse; diffuseBase = (diffuseBase + (x_523 * shadow)); vec3 x_529 = info.specular; specularBase = (specularBase + (x_529 * shadow)); diffuseOutput = (diffuseBase * rgb1); specularOutput = (specularBase * u_Color); output3 = (diffuseOutput + specularOutput); vec3 x_548 = output3; glFragColor = vec4(x_548.x, x_548.y, x_548.z, 1.0f); return; } struct main_out { vec4 glFragColor_1; }; struct tint_symbol_3 { vec4 v_output1_param; vec2 vMainuv_param; vec4 v_output2_param; vec2 v_uv_param; bool gl_FrontFacing_param; }; struct tint_symbol_4 { vec4 glFragColor_1; }; main_out tint_symbol_1_inner(vec2 vMainuv_param, vec4 v_output1_param, bool gl_FrontFacing_param, vec2 v_uv_param, vec4 v_output2_param) { vMainuv = vMainuv_param; v_output1 = v_output1_param; tint_symbol = gl_FrontFacing_param; v_uv = v_uv_param; v_output2 = v_output2_param; main_1(); main_out tint_symbol_5 = main_out(glFragColor); return tint_symbol_5; } tint_symbol_4 tint_symbol_1(tint_symbol_3 tint_symbol_2) { main_out inner_result = tint_symbol_1_inner(tint_symbol_2.vMainuv_param, tint_symbol_2.v_output1_param, tint_symbol_2.gl_FrontFacing_param, tint_symbol_2.v_uv_param, tint_symbol_2.v_output2_param); tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.glFragColor_1 = inner_result.glFragColor_1; return wrapper_result; } in vec4 v_output1_param; in vec2 vMainuv_param; in vec4 v_output2_param; in vec2 v_uv_param; out vec4 glFragColor_1; void main() { tint_symbol_3 inputs; inputs.v_output1_param = v_output1_param; inputs.vMainuv_param = vMainuv_param; inputs.v_output2_param = v_output2_param; inputs.v_uv_param = v_uv_param; inputs.gl_FrontFacing_param = gl_FrontFacing; tint_symbol_4 outputs; outputs = tint_symbol_1(inputs); glFragColor_1 = outputs.glFragColor_1; } Error parsing GLSL shader: ERROR: 0:53: 'ddx' : no matching overloaded function found ERROR: 0:53: 'assign' : cannot convert from ' const float' to ' temp mediump 3-component vector of float' ERROR: 0:53: '' : compilation terminated ERROR: 3 compilation errors. No code generated.