SKIP: FAILED #version 310 es precision mediump float; struct LeftOver { float time; uint padding; mat4 worldViewProjection; vec2 outputSize; vec2 stageSize; vec2 spriteMapSize; float stageScale; float spriteCount; vec3 colorMul; }; layout (binding = 9) uniform LeftOver_1 { float time; uint padding; mat4 worldViewProjection; vec2 outputSize; vec2 stageSize; vec2 spriteMapSize; float stageScale; float spriteCount; vec3 colorMul; } x_20; uniform highp sampler2D frameMapTexture; vec2 tUV = vec2(0.0f, 0.0f); uniform highp sampler2D tileMapsTexture0; uniform highp sampler2D tileMapsTexture1; uniform highp sampler2D animationMapTexture; float mt = 0.0f; uniform highp sampler2D spriteSheetTexture; vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec2 tileID_1 = vec2(0.0f, 0.0f); vec2 levelUnits = vec2(0.0f, 0.0f); vec2 stageUnits_1 = vec2(0.0f, 0.0f); vec3 vPosition = vec3(0.0f, 0.0f, 0.0f); vec2 vUV = vec2(0.0f, 0.0f); mat4 getFrameData_f1_(inout float frameID) { float fX = 0.0f; float x_15 = frameID; float x_25 = x_20.spriteCount; fX = (x_15 / x_25); vec4 x_40 = texture(frameMapTexture, vec2(fX, 0.0f), 0.0f); vec4 x_47 = texture(frameMapTexture, vec2(fX, 0.25f), 0.0f); vec4 x_54 = texture(frameMapTexture, vec2(fX, 0.5f), 0.0f); return mat4(vec4(x_40.x, x_40.y, x_40.z, x_40.w), vec4(x_47.x, x_47.y, x_47.z, x_47.w), vec4(x_54.x, x_54.y, x_54.z, x_54.w), vec4(vec4(0.0f, 0.0f, 0.0f, 0.0f).x, vec4(0.0f, 0.0f, 0.0f, 0.0f).y, vec4(0.0f, 0.0f, 0.0f, 0.0f).z, vec4(0.0f, 0.0f, 0.0f, 0.0f).w)); } void main_1() { vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec2 tileUV = vec2(0.0f, 0.0f); vec2 tileID = vec2(0.0f, 0.0f); vec2 sheetUnits = vec2(0.0f, 0.0f); float spriteUnits = 0.0f; vec2 stageUnits = vec2(0.0f, 0.0f); int i = 0; float frameID_1 = 0.0f; vec4 animationData = vec4(0.0f, 0.0f, 0.0f, 0.0f); float f = 0.0f; mat4 frameData = mat4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float param = 0.0f; vec2 frameSize = vec2(0.0f, 0.0f); vec2 offset_1 = vec2(0.0f, 0.0f); vec2 ratio = vec2(0.0f, 0.0f); vec4 nc = vec4(0.0f, 0.0f, 0.0f, 0.0f); float alpha = 0.0f; vec3 mixed = vec3(0.0f, 0.0f, 0.0f); color = vec4(0.0f, 0.0f, 0.0f, 0.0f); tileUV = frac(tUV); float x_91 = tileUV.y; tileUV.y = (1.0f - x_91); tileID = floor(tUV); vec2 x_101 = x_20.spriteMapSize; sheetUnits = (vec2(1.0f, 1.0f) / x_101); float x_106 = x_20.spriteCount; spriteUnits = (1.0f / x_106); vec2 x_111 = x_20.stageSize; stageUnits = (vec2(1.0f, 1.0f) / x_111); i = 0; { for(; (i < 2); i = (i + 1)) { switch(i) { case 1: { vec2 x_150 = tileID; vec2 x_154 = x_20.stageSize; vec4 x_156 = texture(tileMapsTexture1, ((x_150 + vec2(0.5f, 0.5f)) / x_154), 0.0f); frameID_1 = x_156.x; break; } case 0: { vec2 x_136 = tileID; vec2 x_140 = x_20.stageSize; vec4 x_142 = texture(tileMapsTexture0, ((x_136 + vec2(0.5f, 0.5f)) / x_140), 0.0f); frameID_1 = x_142.x; break; } default: { break; } } float x_166 = frameID_1; float x_169 = x_20.spriteCount; vec4 x_172 = texture(animationMapTexture, vec2(((x_166 + 0.5f) / x_169), 0.0f), 0.0f); animationData = x_172; float x_174 = animationData.y; if ((x_174 > 0.0f)) { float x_181 = x_20.time; float x_184 = animationData.z; mt = ((x_181 * x_184) % 1.0f); f = 0.0f; { for(; (f < 8.0f); f = (f + 1.0f)) { float x_197 = animationData.y; if ((x_197 > mt)) { float x_203 = animationData.x; frameID_1 = x_203; break; } float x_208 = frameID_1; float x_211 = x_20.spriteCount; vec4 x_217 = texture(animationMapTexture, vec2(((x_208 + 0.5f) / x_211), (0.125f * f)), 0.0f); animationData = x_217; } } } param = (frameID_1 + 0.5f); mat4 x_225 = getFrameData_f1_(param); frameData = x_225; vec4 x_228 = frameData[0]; vec2 x_231 = x_20.spriteMapSize; frameSize = (vec2(x_228.w, x_228.z) / x_231); vec4 x_235 = frameData[0]; offset_1 = (vec2(x_235.x, x_235.y) * sheetUnits); vec4 x_241 = frameData[2]; vec4 x_244 = frameData[0]; ratio = (vec2(x_241.x, x_241.y) / vec2(x_244.w, x_244.z)); float x_248 = frameData[2].z; if ((x_248 == 1.0f)) { vec2 x_252 = tileUV; tileUV = vec2(x_252.y, x_252.x); } if ((i == 0)) { vec4 x_268 = texture(spriteSheetTexture, ((tileUV * frameSize) + offset_1)); color = x_268; } else { vec4 x_279 = texture(spriteSheetTexture, ((tileUV * frameSize) + offset_1)); nc = x_279; float x_283 = color.w; float x_285 = nc.w; alpha = min((x_283 + x_285), 1.0f); vec4 x_290 = color; vec4 x_292 = nc; float x_295 = nc.w; mixed = mix(vec3(x_290.x, x_290.y, x_290.z), vec3(x_292.x, x_292.y, x_292.z), vec3(x_295, x_295, x_295)); vec3 x_298 = mixed; color = vec4(x_298.x, x_298.y, x_298.z, alpha); } } } vec3 x_310 = x_20.colorMul; vec4 x_311 = color; vec3 x_313 = (vec3(x_311.x, x_311.y, x_311.z) * x_310); color = vec4(x_313.x, x_313.y, x_313.z, color.w); glFragColor = color; return; } struct main_out { vec4 glFragColor_1; }; struct tint_symbol_2 { vec3 vPosition_param; vec2 vUV_param; vec2 tUV_param; vec2 stageUnits_1_param; vec2 levelUnits_param; vec2 tileID_1_param; }; struct tint_symbol_3 { vec4 glFragColor_1; }; main_out tint_symbol_inner(vec2 tUV_param, vec2 tileID_1_param, vec2 levelUnits_param, vec2 stageUnits_1_param, vec3 vPosition_param, vec2 vUV_param) { tUV = tUV_param; tileID_1 = tileID_1_param; levelUnits = levelUnits_param; stageUnits_1 = stageUnits_1_param; vPosition = vPosition_param; vUV = vUV_param; main_1(); main_out tint_symbol_4 = main_out(glFragColor); return tint_symbol_4; } tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) { main_out inner_result = tint_symbol_inner(tint_symbol_1.tUV_param, tint_symbol_1.tileID_1_param, tint_symbol_1.levelUnits_param, tint_symbol_1.stageUnits_1_param, tint_symbol_1.vPosition_param, tint_symbol_1.vUV_param); tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.glFragColor_1 = inner_result.glFragColor_1; return wrapper_result; } in vec3 vPosition_param; in vec2 vUV_param; in vec2 tUV_param; in vec2 stageUnits_1_param; in vec2 levelUnits_param; in vec2 tileID_1_param; out vec4 glFragColor_1; void main() { tint_symbol_2 inputs; inputs.vPosition_param = vPosition_param; inputs.vUV_param = vUV_param; inputs.tUV_param = tUV_param; inputs.stageUnits_1_param = stageUnits_1_param; inputs.levelUnits_param = levelUnits_param; inputs.tileID_1_param = tileID_1_param; tint_symbol_3 outputs; outputs = tint_symbol(inputs); glFragColor_1 = outputs.glFragColor_1; } Error parsing GLSL shader: ERROR: 0:76: 'frac' : no matching overloaded function found ERROR: 0:76: 'assign' : cannot convert from ' const float' to ' temp mediump 2-component vector of float' ERROR: 0:76: '' : compilation terminated ERROR: 3 compilation errors. No code generated.