SKIP: FAILED #version 310 es precision mediump float; struct VertexInput { vec4 position; vec3 normal; vec4 tangent; vec2 texcoord; uvec4 joints; vec4 weights; vec4 instance0; vec4 instance1; vec4 instance2; vec4 instance3; vec4 instanceColor; }; struct VertexOutput { vec4 position; vec3 worldPos; vec3 view; vec2 texcoord; vec2 texcoord2; vec4 color; vec4 instanceColor; vec3 normal; vec3 tangent; vec3 bitangent; }; struct Camera { mat4 projection; mat4 inverseProjection; mat4 view; vec3 position; float time; vec2 outputSize; float zNear; float zFar; }; layout (binding = 0) uniform Camera_1 { mat4 projection; mat4 inverseProjection; mat4 view; vec3 position; float time; vec2 outputSize; float zNear; float zFar; } camera; layout (binding = 1) buffer Joints_1 { mat4 matrices[]; } joint; layout (binding = 2) buffer Joints_2 { mat4 matrices[]; } inverseBind; mat4 getSkinMatrix(VertexInput tint_symbol) { mat4 joint0 = (joint.matrices[tint_symbol.joints.x] * inverseBind.matrices[tint_symbol.joints.x]); mat4 joint1 = (joint.matrices[tint_symbol.joints.y] * inverseBind.matrices[tint_symbol.joints.y]); mat4 joint2 = (joint.matrices[tint_symbol.joints.z] * inverseBind.matrices[tint_symbol.joints.z]); mat4 joint3 = (joint.matrices[tint_symbol.joints.w] * inverseBind.matrices[tint_symbol.joints.w]); mat4 skinMatrix = ((((joint0 * tint_symbol.weights.x) + (joint1 * tint_symbol.weights.y)) + (joint2 * tint_symbol.weights.z)) + (joint3 * tint_symbol.weights.w)); return skinMatrix; } struct tint_symbol_3 { vec4 position; vec3 normal; vec4 tangent; vec2 texcoord; uvec4 joints; vec4 weights; vec4 instance0; vec4 instance1; vec4 instance2; vec4 instance3; vec4 instanceColor; }; struct tint_symbol_4 { vec3 worldPos; vec3 view; vec2 texcoord; vec2 texcoord2; vec4 color; vec4 instanceColor; vec3 normal; vec3 tangent; vec3 bitangent; vec4 position; }; VertexOutput vertexMain_inner(VertexInput tint_symbol) { VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f)); mat4 modelMatrix = getSkinMatrix(tint_symbol); tint_symbol_1.normal = normalize((modelMatrix * vec4(tint_symbol.normal, 0.0f)).xyz); tint_symbol_1.tangent = normalize((modelMatrix * vec4(tint_symbol.tangent.xyz, 0.0f)).xyz); tint_symbol_1.bitangent = (cross(tint_symbol_1.normal, tint_symbol_1.tangent) * tint_symbol.tangent.w); tint_symbol_1.color = vec4(1.0f); tint_symbol_1.texcoord = tint_symbol.texcoord; tint_symbol_1.instanceColor = tint_symbol.instanceColor; vec4 modelPos = (modelMatrix * tint_symbol.position); tint_symbol_1.worldPos = modelPos.xyz; tint_symbol_1.view = (camera.position - modelPos.xyz); tint_symbol_1.position = ((camera.projection * camera.view) * modelPos); return tint_symbol_1; } tint_symbol_4 vertexMain(tint_symbol_3 tint_symbol_2) { VertexInput tint_symbol_5 = VertexInput(tint_symbol_2.position, tint_symbol_2.normal, tint_symbol_2.tangent, tint_symbol_2.texcoord, tint_symbol_2.joints, tint_symbol_2.weights, tint_symbol_2.instance0, tint_symbol_2.instance1, tint_symbol_2.instance2, tint_symbol_2.instance3, tint_symbol_2.instanceColor); VertexOutput inner_result = vertexMain_inner(tint_symbol_5); tint_symbol_4 wrapper_result = tint_symbol_4(vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.position = inner_result.position; wrapper_result.worldPos = inner_result.worldPos; wrapper_result.view = inner_result.view; wrapper_result.texcoord = inner_result.texcoord; wrapper_result.texcoord2 = inner_result.texcoord2; wrapper_result.color = inner_result.color; wrapper_result.instanceColor = inner_result.instanceColor; wrapper_result.normal = inner_result.normal; wrapper_result.tangent = inner_result.tangent; wrapper_result.bitangent = inner_result.bitangent; return wrapper_result; } in vec4 position; in vec3 normal; in vec4 tangent; in vec2 texcoord; in uvec4 joints; in vec4 weights; in vec4 instance0; in vec4 instance1; in vec4 instance2; in vec4 instance3; in vec4 instanceColor; out vec3 worldPos; out vec3 view; out vec2 texcoord; out vec2 texcoord2; out vec4 color; out vec4 instanceColor; out vec3 normal; out vec3 tangent; out vec3 bitangent; void main() { tint_symbol_3 inputs; inputs.position = position; inputs.normal = normal; inputs.tangent = tangent; inputs.texcoord = texcoord; inputs.joints = joints; inputs.weights = weights; inputs.instance0 = instance0; inputs.instance1 = instance1; inputs.instance2 = instance2; inputs.instance3 = instance3; inputs.instanceColor = instanceColor; tint_symbol_4 outputs; outputs = vertexMain(inputs); worldPos = outputs.worldPos; view = outputs.view; texcoord = outputs.texcoord; texcoord2 = outputs.texcoord2; color = outputs.color; instanceColor = outputs.instanceColor; normal = outputs.normal; tangent = outputs.tangent; bitangent = outputs.bitangent; gl_Position = outputs.position; gl_Position.y = -gl_Position.y; } Error parsing GLSL shader: ERROR: 0:138: 'texcoord' : redefinition ERROR: 1 compilation errors. No code generated.