| SKIP: FAILED |
| |
| #version 310 es |
| |
| layout(location = 0) in vec4 position_1; |
| layout(location = 1) in vec4 color_1; |
| layout(location = 0) out vec4 v_color_1; |
| struct Time { |
| float value; |
| }; |
| |
| struct Uniforms { |
| float scale; |
| float offsetX; |
| float offsetY; |
| float scalar; |
| float scalarOffset; |
| }; |
| |
| layout(binding = 0) uniform Time_1 { |
| float value; |
| } time; |
| |
| layout(binding = 1) uniform Uniforms_1 { |
| float scale; |
| float offsetX; |
| float offsetY; |
| float scalar; |
| float scalarOffset; |
| } uniforms; |
| |
| struct VertexOutput { |
| vec4 Position; |
| vec4 v_color; |
| }; |
| |
| VertexOutput vert_main(vec4 position, vec4 color) { |
| float fade = ((uniforms.scalarOffset + ((time.value * uniforms.scalar) / 10.0f)) % 1.0f); |
| if ((fade < 0.5f)) { |
| fade = (fade * 2.0f); |
| } else { |
| fade = ((1.0f - fade) * 2.0f); |
| } |
| float xpos = (position.x * uniforms.scale); |
| float ypos = (position.y * uniforms.scale); |
| float angle = ((3.141590118f * 2.0f) * fade); |
| float xrot = ((xpos * cos(angle)) - (ypos * sin(angle))); |
| float yrot = ((xpos * sin(angle)) + (ypos * cos(angle))); |
| xpos = (xrot + uniforms.offsetX); |
| ypos = (yrot + uniforms.offsetY); |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| tint_symbol.v_color = (vec4(fade, (1.0f - fade), 0.0f, 1.0f) + color); |
| tint_symbol.Position = vec4(xpos, ypos, 0.0f, 1.0f); |
| return tint_symbol; |
| } |
| |
| void main() { |
| VertexOutput inner_result = vert_main(position_1, color_1); |
| gl_Position = inner_result.Position; |
| v_color_1 = inner_result.v_color; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| Error parsing GLSL shader: |
| ERROR: 0:36: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp highp float' and a right operand of type ' const float' (or there is no acceptable conversion) |
| ERROR: 0:36: '' : compilation terminated |
| ERROR: 2 compilation errors. No code generated. |
| |
| |
| |
| #version 310 es |
| precision mediump float; |
| |
| layout(location = 0) in vec4 v_color_1; |
| layout(location = 0) out vec4 value_1; |
| struct Time { |
| float value; |
| }; |
| |
| struct Uniforms { |
| float scale; |
| float offsetX; |
| float offsetY; |
| float scalar; |
| float scalarOffset; |
| }; |
| |
| struct VertexOutput { |
| vec4 Position; |
| vec4 v_color; |
| }; |
| |
| vec4 frag_main(vec4 v_color) { |
| return v_color; |
| } |
| |
| void main() { |
| vec4 inner_result = frag_main(v_color_1); |
| value_1 = inner_result; |
| return; |
| } |