SKIP: FAILED #version 310 es precision mediump float; struct RenderParams { mat4 modelViewProjectionMatrix; vec3 right; vec3 up; }; layout (binding = 0) uniform RenderParams_1 { mat4 modelViewProjectionMatrix; vec3 right; vec3 up; } render_params; struct VertexInput { vec3 position; vec4 color; vec2 quad_pos; }; struct VertexOutput { vec4 position; vec4 color; vec2 quad_pos; }; struct tint_symbol_4 { vec3 position; vec4 color; vec2 quad_pos; }; struct tint_symbol_5 { vec4 color; vec2 quad_pos; vec4 position; }; VertexOutput vs_main_inner(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; } struct tint_symbol_7 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_8 { vec4 value; }; struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; struct tint_symbol_10 { uvec3 GlobalInvocationID; }; struct UBO { uint width; }; struct tint_symbol_12 { uvec3 coord; }; struct tint_symbol_14 { uvec3 coord; }; tint_symbol_5 vs_main(tint_symbol_4 tint_symbol_3) { VertexInput tint_symbol_15 = VertexInput(tint_symbol_3.position, tint_symbol_3.color, tint_symbol_3.quad_pos); VertexOutput inner_result = vs_main_inner(tint_symbol_15); tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.position = inner_result.position; wrapper_result.color = inner_result.color; wrapper_result.quad_pos = inner_result.quad_pos; return wrapper_result; } in vec3 position; in vec4 color; in vec2 quad_pos; out vec4 color; out vec2 quad_pos; void main() { tint_symbol_4 inputs; inputs.position = position; inputs.color = color; inputs.quad_pos = quad_pos; tint_symbol_5 outputs; outputs = vs_main(inputs); color = outputs.color; quad_pos = outputs.quad_pos; gl_Position = outputs.position; gl_Position.y = -gl_Position.y; } Error parsing GLSL shader: ERROR: 0:90: 'color' : redefinition ERROR: 1 compilation errors. No code generated. #version 310 es precision mediump float; 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 tint_symbol_4 { vec3 position; vec4 color; vec2 quad_pos; }; struct tint_symbol_5 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_7 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_8 { vec4 value; }; vec4 fs_main_inner(VertexOutput tint_symbol) { vec4 color = tint_symbol.color; color.a = (color.a * max((1.0f - length(tint_symbol.quad_pos)), 0.0f)); return color; } struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; struct tint_symbol_10 { uvec3 GlobalInvocationID; }; struct UBO { uint width; }; struct tint_symbol_12 { uvec3 coord; }; struct tint_symbol_14 { uvec3 coord; }; tint_symbol_8 fs_main(tint_symbol_7 tint_symbol_6) { VertexOutput tint_symbol_15 = VertexOutput(tint_symbol_6.position, tint_symbol_6.color, tint_symbol_6.quad_pos); vec4 inner_result_1 = fs_main_inner(tint_symbol_15); tint_symbol_8 wrapper_result_1 = tint_symbol_8(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result_1.value = inner_result_1; return wrapper_result_1; } in vec4 color; in vec2 quad_pos; out vec4 value; void main() { tint_symbol_7 inputs; inputs.color = color; inputs.quad_pos = quad_pos; inputs.position = gl_FragCoord; tint_symbol_8 outputs; outputs = fs_main(inputs); value = outputs.value; } #version 310 es precision mediump float; vec2 rand_seed = vec2(0.0f, 0.0f); float rand() { rand_seed.x = frac((cos(dot(rand_seed, vec2(23.140779495f, 232.616897583f))) * 136.816802979f)); rand_seed.y = frac((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 tint_symbol_4 { vec3 position; vec4 color; vec2 quad_pos; }; struct tint_symbol_5 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_7 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_8 { vec4 value; }; struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; layout (binding = 0) uniform SimulationParams_1 { float deltaTime; vec4 seed; } sim_params; layout (binding = 1) buffer Particles_1 { Particle particles[]; } data; uniform highp sampler2D tint_symbol_2; struct tint_symbol_10 { uvec3 GlobalInvocationID; }; void simulate_inner(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, 0); { for(int level = (textureQueryLevels(tint_symbol_2); - 1); (level > 0); level = (level - 1)) { vec4 probabilites = texelFetch(tint_symbol_2, coord, level); vec4 value = vec4(rand()); bvec4 mask = (greaterThanEqual(value, vec4(0.0f, probabilites.xyz)) & 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_2, 0))); particle.position = vec3((((uv - 0.5f) * 3.0f) * vec2(1.0f, -1.0f)), 0.0f); particle.color = texelFetch(tint_symbol_2, coord, 0); particle.velocity.x = ((rand() - 0.5f) * 0.100000001f); particle.velocity.y = ((rand() - 0.5f) * 0.100000001f); particle.velocity.z = (rand() * 0.300000012f); particle.lifetime = (0.5f + (rand() * 2.0f)); } data.particles[idx] = particle; } struct UBO { uint width; }; struct tint_symbol_12 { uvec3 coord; }; struct tint_symbol_14 { uvec3 coord; }; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void simulate(tint_symbol_10 tint_symbol_9) { simulate_inner(tint_symbol_9.GlobalInvocationID); return; } void main() { tint_symbol_10 inputs; inputs.GlobalInvocationID = gl_GlobalInvocationID; simulate(inputs); } Error parsing GLSL shader: ERROR: 0:7: 'frac' : no matching overloaded function found ERROR: 0:7: '' : compilation terminated ERROR: 2 compilation errors. No code generated. #version 310 es precision mediump float; 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 tint_symbol_4 { vec3 position; vec4 color; vec2 quad_pos; }; struct tint_symbol_5 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_7 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_8 { vec4 value; }; struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; struct tint_symbol_10 { uvec3 GlobalInvocationID; }; struct UBO { uint width; }; layout (binding = 3) uniform UBO_1 { uint width; } ubo; layout (binding = 4) buffer Buffer_1 { float weights[]; } buf_in; layout (binding = 5) buffer Buffer_2 { float weights[]; } buf_out; uniform highp sampler2D tex_in; struct tint_symbol_12 { uvec3 coord; }; void import_level_inner(uvec3 coord) { uint offset = (coord.x + (coord.y * ubo.width)); buf_out.weights[offset] = texelFetch(tex_in, ivec2(coord.xy), 0).w; } struct tint_symbol_14 { uvec3 coord; }; layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; void import_level(tint_symbol_12 tint_symbol_11) { import_level_inner(tint_symbol_11.coord); return; } void main() { tint_symbol_12 inputs; inputs.coord = gl_GlobalInvocationID; import_level(inputs); } #version 310 es precision mediump float; 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 tint_symbol_4 { vec3 position; vec4 color; vec2 quad_pos; }; struct tint_symbol_5 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_7 { vec4 color; vec2 quad_pos; vec4 position; }; struct tint_symbol_8 { vec4 value; }; struct SimulationParams { float deltaTime; vec4 seed; }; struct Particle { vec3 position; float lifetime; vec4 color; vec3 velocity; }; struct tint_symbol_10 { uvec3 GlobalInvocationID; }; struct UBO { uint width; }; layout (binding = 3) uniform UBO_1 { uint width; } ubo; layout (binding = 4) buffer Buffer_1 { float weights[]; } buf_in; layout (binding = 5) buffer Buffer_2 { float weights[]; } buf_out; uniform highp writeonly image2D tex_out; struct tint_symbol_12 { uvec3 coord; }; struct tint_symbol_14 { uvec3 coord; }; void export_level_inner(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_1 = 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_1, b, c, d), vec4(1.0f)); buf_out.weights[dst_offset] = (sum / 4.0f); vec4 probabilities = (vec4(a_1, (a_1 + b), ((a_1 + 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 export_level(tint_symbol_14 tint_symbol_13) { export_level_inner(tint_symbol_13.coord); return; } void main() { tint_symbol_14 inputs; inputs.coord = gl_GlobalInvocationID; export_level(inputs); }