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