SKIP: FAILED #version 310 es precision mediump float; const float shadowDepthTextureSize = 1024.0f; struct Scene { mat4 lightViewProjMatrix; mat4 cameraViewProjMatrix; vec3 lightPos; }; layout (binding = 0) uniform Scene_1 { mat4 lightViewProjMatrix; mat4 cameraViewProjMatrix; vec3 lightPos; } scene; struct FragmentInput { vec3 shadowPos; vec3 fragPos; vec3 fragNorm; }; const vec3 albedo = vec3(0.899999976f, 0.899999976f, 0.899999976f); const float ambientFactor = 0.200000003f; struct tint_symbol_3 { vec3 shadowPos; vec3 fragPos; vec3 fragNorm; }; struct tint_symbol_4 { vec4 value; }; uniform highp sampler2D shadowMap_shadowSampler; vec4 tint_symbol_inner(FragmentInput tint_symbol_1) { float visibility = 0.0f; float oneOverShadowDepthTextureSize = (1.0f / shadowDepthTextureSize); { for(int y = -1; (y <= 1); y = (y + 1)) { { for(int x = -1; (x <= 1); x = (x + 1)) { vec2 offset = vec2((float(x) * oneOverShadowDepthTextureSize), (float(y) * oneOverShadowDepthTextureSize)); visibility = (visibility + texture(shadowMap_shadowSampler, (tint_symbol_1.shadowPos.xy + offset), (tint_symbol_1.shadowPos.z - 0.007f))); } } } } visibility = (visibility / 9.0f); float lambertFactor = max(dot(normalize((scene.lightPos - tint_symbol_1.fragPos)), tint_symbol_1.fragNorm), 0.0f); float lightingFactor = min((ambientFactor + (visibility * lambertFactor)), 1.0f); return vec4((lightingFactor * albedo), 1.0f); } tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { FragmentInput tint_symbol_5 = FragmentInput(tint_symbol_2.shadowPos, tint_symbol_2.fragPos, tint_symbol_2.fragNorm); vec4 inner_result = tint_symbol_inner(tint_symbol_5); tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.value = inner_result; return wrapper_result; } in vec3 shadowPos; in vec3 fragPos; in vec3 fragNorm; out vec4 value; void main() { tint_symbol_3 inputs; inputs.shadowPos = shadowPos; inputs.fragPos = fragPos; inputs.fragNorm = fragNorm; tint_symbol_4 outputs; outputs = tint_symbol(inputs); value = outputs.value; } Error parsing GLSL shader: ERROR: 0:47: 'assign' : cannot convert from ' temp highp 4-component vector of float' to ' temp mediump float' ERROR: 0:47: '' : compilation terminated ERROR: 2 compilation errors. No code generated.