SKIP: FAILED #version 310 es layout(location = 0) in vec3 position_1; layout(location = 1) in vec4 color_1; layout(location = 2) in vec2 quad_pos_1; layout(location = 0) out vec4 color_2; layout(location = 1) out vec2 quad_pos_2; layout(binding = 0, std140) uniform RenderParams_ubo { mat4 modelViewProjectionMatrix; vec3 right; uint pad; vec3 up; uint pad_1; } render_params; struct VertexInput { vec3 position; vec4 color; vec2 quad_pos; }; struct VertexOutput { vec4 position; vec4 color; vec2 quad_pos; }; struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; struct UBO { uint width; }; VertexOutput vs_main(VertexInput tint_symbol) { vec3 quad_pos = (mat2x3(render_params.right, render_params.up) * tint_symbol.quad_pos); vec3 position = (tint_symbol.position + (quad_pos * 0.01f)); VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f)); tint_symbol_1.position = (render_params.modelViewProjectionMatrix * vec4(position, 1.0f)); tint_symbol_1.color = tint_symbol.color; tint_symbol_1.quad_pos = tint_symbol.quad_pos; return tint_symbol_1; } void main() { gl_PointSize = 1.0; VertexInput tint_symbol_2 = VertexInput(position_1, color_1, quad_pos_1); VertexOutput inner_result = vs_main(tint_symbol_2); gl_Position = inner_result.position; color_2 = inner_result.color; quad_pos_2 = inner_result.quad_pos; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; layout(location = 0) in vec4 color_1; layout(location = 1) in vec2 quad_pos_1; layout(location = 0) out vec4 value; struct RenderParams { mat4 modelViewProjectionMatrix; vec3 right; vec3 up; }; struct VertexInput { vec3 position; vec4 color; vec2 quad_pos; }; struct VertexOutput { vec4 position; vec4 color; vec2 quad_pos; }; struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; struct UBO { uint width; }; vec4 fs_main(VertexOutput tint_symbol) { vec4 color = tint_symbol.color; color.a = (color.a * max((1.0f - length(tint_symbol.quad_pos)), 0.0f)); return color; } void main() { VertexOutput tint_symbol_1 = VertexOutput(gl_FragCoord, color_1, quad_pos_1); vec4 inner_result = fs_main(tint_symbol_1); value = inner_result; return; } #version 310 es vec2 rand_seed = vec2(0.0f, 0.0f); float rand() { rand_seed.x = fract((cos(dot(rand_seed, vec2(23.140779495f, 232.616897583f))) * 136.816802979f)); rand_seed.y = fract((cos(dot(rand_seed, vec2(54.478565216f, 345.841522217f))) * 534.764526367f)); return rand_seed.y; } struct RenderParams { mat4 modelViewProjectionMatrix; vec3 right; vec3 up; }; struct VertexInput { vec3 position; vec4 color; vec2 quad_pos; }; struct VertexOutput { vec4 position; vec4 color; vec2 quad_pos; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; uint pad_3; }; layout(binding = 0, std140) uniform SimulationParams_ubo { float deltaTime; uint pad; uint pad_1; uint pad_2; vec4 seed; } sim_params; layout(binding = 1, std430) buffer Particles_ssbo { Particle particles[]; } data; struct UBO { uint width; }; uniform highp sampler2D tint_symbol_6; void simulate(uvec3 GlobalInvocationID) { rand_seed = ((sim_params.seed.xy + vec2(GlobalInvocationID.xy)) * sim_params.seed.zw); uint idx = GlobalInvocationID.x; Particle particle = data.particles[idx]; particle.velocity.z = (particle.velocity.z - (sim_params.deltaTime * 0.5f)); particle.position = (particle.position + (sim_params.deltaTime * particle.velocity)); particle.lifetime = (particle.lifetime - sim_params.deltaTime); particle.color.a = smoothstep(0.0f, 0.5f, particle.lifetime); if ((particle.lifetime < 0.0f)) { ivec2 coord = ivec2(0); { for(int level = (textureQueryLevels(tint_symbol_6) - 1); (level > 0); level = (level - 1)) { vec4 probabilites = texelFetch(tint_symbol_6, coord, level); float tint_symbol_5 = rand(); vec4 value = vec4(tint_symbol_5); bvec4 mask = bvec4(uvec4(greaterThanEqual(value, vec4(0.0f, probabilites.xyz))) & uvec4(lessThan(value, probabilites))); coord = (coord * 2); coord.x = (coord.x + (any(mask.yw) ? 1 : 0)); coord.y = (coord.y + (any(mask.zw) ? 1 : 0)); } } vec2 uv = (vec2(coord) / vec2(textureSize(tint_symbol_6, 0))); particle.position = vec3((((uv - 0.5f) * 3.0f) * vec2(1.0f, -1.0f)), 0.0f); particle.color = texelFetch(tint_symbol_6, coord, 0); float tint_symbol_1 = rand(); particle.velocity.x = ((tint_symbol_1 - 0.5f) * 0.100000001f); float tint_symbol_2 = rand(); particle.velocity.y = ((tint_symbol_2 - 0.5f) * 0.100000001f); float tint_symbol_3 = rand(); particle.velocity.z = (tint_symbol_3 * 0.300000012f); float tint_symbol_4 = rand(); particle.lifetime = (0.5f + (tint_symbol_4 * 2.0f)); } data.particles[idx] = particle; } layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { simulate(gl_GlobalInvocationID); return; } Error parsing GLSL shader: ERROR: 0:64: 'textureQueryLevels' : no matching overloaded function found ERROR: 0:64: '' : compilation terminated ERROR: 2 compilation errors. No code generated. #version 310 es struct RenderParams { mat4 modelViewProjectionMatrix; vec3 right; vec3 up; }; struct VertexInput { vec3 position; vec4 color; vec2 quad_pos; }; struct VertexOutput { vec4 position; vec4 color; vec2 quad_pos; }; struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; layout(binding = 3, std140) uniform UBO_ubo { uint width; uint pad; uint pad_1; uint pad_2; } ubo; layout(binding = 4, std430) buffer Buffer_ssbo { float weights[]; } buf_in; layout(binding = 5, std430) buffer Buffer_ssbo_1 { float weights[]; } buf_out; uniform highp sampler2D tex_in_1; void import_level(uvec3 coord) { uint offset = (coord.x + (coord.y * ubo.width)); buf_out.weights[offset] = texelFetch(tex_in_1, ivec2(coord.xy), 0).w; } layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { import_level(gl_GlobalInvocationID); return; } #version 310 es struct RenderParams { mat4 modelViewProjectionMatrix; vec3 right; vec3 up; }; struct VertexInput { vec3 position; vec4 color; vec2 quad_pos; }; struct VertexOutput { vec4 position; vec4 color; vec2 quad_pos; }; struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; layout(binding = 3, std140) uniform UBO_ubo { uint width; uint pad; uint pad_1; uint pad_2; } ubo; layout(binding = 4, std430) buffer Buffer_ssbo { float weights[]; } buf_in; layout(binding = 5, std430) buffer Buffer_ssbo_1 { float weights[]; } buf_out; layout(rgba8) uniform highp writeonly image2D tex_out; void export_level(uvec3 coord) { if (all(lessThan(coord.xy, uvec2(imageSize(tex_out))))) { uint dst_offset = (coord.x + (coord.y * ubo.width)); uint src_offset = ((coord.x * 2u) + ((coord.y * 2u) * ubo.width)); float a = buf_in.weights[(src_offset + 0u)]; float b = buf_in.weights[(src_offset + 1u)]; float c = buf_in.weights[((src_offset + 0u) + ubo.width)]; float d = buf_in.weights[((src_offset + 1u) + ubo.width)]; float sum = dot(vec4(a, b, c, d), vec4(1.0f)); buf_out.weights[dst_offset] = (sum / 4.0f); vec4 probabilities = (vec4(a, (a + b), ((a + b) + c), sum) / max(sum, 0.0001f)); imageStore(tex_out, ivec2(coord.xy), probabilities); } } layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void main() { export_level(gl_GlobalInvocationID); return; }