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- Bad compile of: jmeapp.js:481:29
- {0} 1 #version 100 jmeapp.js:481:29
- 2 #define FRAGMENT_SHADER 1 jmeapp.js:481:29
- 3 #define HAS_STARS 1 jmeapp.js:481:29
- 4 #define HAS_OBJECT0 1 jmeapp.js:481:29
- 5 #define HAS_OBJECT1 1 jmeapp.js:481:29
- 6 #define HAS_HAZE 1 jmeapp.js:481:29
- 7 /* jmeapp.js:481:29
- 8 Copyright (c) 2014-2022, Stephen Gold jmeapp.js:481:29
- 9 All rights reserved. jmeapp.js:481:29
- 10 jmeapp.js:481:29
- 11 Redistribution and use in source and binary forms, with or without jmeapp.js:481:29
- 12 modification, are permitted provided that the following conditions are met: jmeapp.js:481:29
- 13 * Redistributions of source code must retain the above copyright jmeapp.js:481:29
- 14 notice, this list of conditions and the following disclaimer. jmeapp.js:481:29
- 15 * Redistributions in binary form must reproduce the above copyright jmeapp.js:481:29
- 16 notice, this list of conditions and the following disclaimer in the jmeapp.js:481:29
- 17 documentation and/or other materials provided with the distribution. jmeapp.js:481:29
- 18 * Neither the name of the copyright holder nor the names of its contributors jmeapp.js:481:29
- 19 may be used to endorse or promote products derived from this software jmeapp.js:481:29
- 20 without specific prior written permission. jmeapp.js:481:29
- 21 jmeapp.js:481:29
- 22 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND jmeapp.js:481:29
- 23 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED jmeapp.js:481:29
- 24 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE jmeapp.js:481:29
- 25 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE jmeapp.js:481:29
- 26 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL jmeapp.js:481:29
- 27 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR jmeapp.js:481:29
- 28 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER jmeapp.js:481:29
- 29 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, jmeapp.js:481:29
- 30 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE jmeapp.js:481:29
- 31 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. jmeapp.js:481:29
- 32 */ jmeapp.js:481:29
- 33 jmeapp.js:481:29
- 34 /* jmeapp.js:481:29
- 35 * fragment shader used by dome20.j3md jmeapp.js:481:29
- 36 */ jmeapp.js:481:29
- 37 // -- begin import Common/ShaderLib/GLSLCompat.glsllib -- jmeapp.js:481:29
- 38 #ifdef FRAGMENT_SHADER jmeapp.js:481:29
- 39 precision highp float; jmeapp.js:481:29
- 40 precision highp int; jmeapp.js:481:29
- 41 precision highp sampler2DArray; jmeapp.js:481:29
- 42 precision highp sampler2DShadow; jmeapp.js:481:29
- 43 precision highp samplerCube; jmeapp.js:481:29
- 44 precision highp sampler3D; jmeapp.js:481:29
- 45 precision highp sampler2D; jmeapp.js:481:29
- 46 #if __VERSION__ >= 310 jmeapp.js:481:29
- 47 precision highp sampler2DMS; jmeapp.js:481:29
- 48 #endif jmeapp.js:481:29
- 49 jmeapp.js:481:29
- 50 #endif jmeapp.js:481:29
- 51 jmeapp.js:481:29
- 52 #if defined GL_ES jmeapp.js:481:29
- 53 # define hfloat highp float jmeapp.js:481:29
- 54 # define hvec2 highp vec2 jmeapp.js:481:29
- 55 # define hvec3 highp vec3 jmeapp.js:481:29
- 56 # define hvec4 highp vec4 jmeapp.js:481:29
- 57 # define lfloat lowp float jmeapp.js:481:29
- 58 # define lvec2 lowp vec2 jmeapp.js:481:29
- 59 # define lvec3 lowp vec3 jmeapp.js:481:29
- 60 # define lvec4 lowp vec4 jmeapp.js:481:29
- 61 #else jmeapp.js:481:29
- 62 # define hfloat float jmeapp.js:481:29
- 63 # define hvec2 vec2 jmeapp.js:481:29
- 64 # define hvec3 vec3 jmeapp.js:481:29
- 65 # define hvec4 vec4 jmeapp.js:481:29
- 66 # define lfloat float jmeapp.js:481:29
- 67 # define lvec2 vec2 jmeapp.js:481:29
- 68 # define lvec3 vec3 jmeapp.js:481:29
- 69 # define lvec4 vec4 jmeapp.js:481:29
- 70 #endif jmeapp.js:481:29
- 71 jmeapp.js:481:29
- 72 #if __VERSION__ >= 130 jmeapp.js:481:29
- 73 jmeapp.js:481:29
- 74 #ifdef FRAGMENT_SHADER jmeapp.js:481:29
- 75 #ifdef GL_ES jmeapp.js:481:29
- 76 #ifdef BOUND_DRAW_BUFFER jmeapp.js:481:29
- 77 jmeapp.js:481:29
- 78 #if 0<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 79 #if BOUND_DRAW_BUFFER == 0 jmeapp.js:481:29
- 80 layout( location = 0 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 81 #else jmeapp.js:481:29
- 82 layout( location = 0 ) out highp vec4 outNOP0; jmeapp.js:481:29
- 83 #endif jmeapp.js:481:29
- 84 #endif jmeapp.js:481:29
- 85 jmeapp.js:481:29
- 86 #if 1<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 87 #if BOUND_DRAW_BUFFER == 1 jmeapp.js:481:29
- 88 layout( location = 1 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 89 #else jmeapp.js:481:29
- 90 layout( location = 1 ) out highp vec4 outNOP1; jmeapp.js:481:29
- 91 #endif jmeapp.js:481:29
- 92 #endif jmeapp.js:481:29
- 93 jmeapp.js:481:29
- 94 #if 2<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 95 #if BOUND_DRAW_BUFFER == 2 jmeapp.js:481:29
- 96 layout( location = 2 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 97 #else jmeapp.js:481:29
- 98 layout( location = 2 ) out highp vec4 outNOP2; jmeapp.js:481:29
- 99 #endif jmeapp.js:481:29
- 100 #endif jmeapp.js:481:29
- 101 jmeapp.js:481:29
- 102 #if 3<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 103 #if BOUND_DRAW_BUFFER == 3 jmeapp.js:481:29
- 104 layout( location = 3 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 105 #else jmeapp.js:481:29
- 106 layout( location = 3 ) out highp vec4 outNOP3; jmeapp.js:481:29
- 107 #endif jmeapp.js:481:29
- 108 #endif jmeapp.js:481:29
- 109 jmeapp.js:481:29
- 110 #if 4<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 111 #if BOUND_DRAW_BUFFER == 4 jmeapp.js:481:29
- 112 layout( location = 4 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 113 #else jmeapp.js:481:29
- 114 layout( location = 4 ) out highp vec4 outNOP4; jmeapp.js:481:29
- 115 #endif jmeapp.js:481:29
- 116 #endif jmeapp.js:481:29
- 117 jmeapp.js:481:29
- 118 #if 5<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 119 #if BOUND_DRAW_BUFFER == 5 jmeapp.js:481:29
- 120 layout( location = 5 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 121 #else jmeapp.js:481:29
- 122 layout( location = 5 ) out highp vec4 outNOP5; jmeapp.js:481:29
- 123 #endif jmeapp.js:481:29
- 124 #endif jmeapp.js:481:29
- 125 jmeapp.js:481:29
- 126 #if 6<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 127 #if BOUND_DRAW_BUFFER == 6 jmeapp.js:481:29
- 128 layout( location = 6 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 129 #else jmeapp.js:481:29
- 130 layout( location = 6 ) out highp vec4 outNOP6; jmeapp.js:481:29
- 131 #endif jmeapp.js:481:29
- 132 #endif jmeapp.js:481:29
- 133 jmeapp.js:481:29
- 134 #if 7<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 135 #if BOUND_DRAW_BUFFER == 7 jmeapp.js:481:29
- 136 layout( location = 7 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 137 #else jmeapp.js:481:29
- 138 layout( location = 7 ) out highp vec4 outNOP7; jmeapp.js:481:29
- 139 #endif jmeapp.js:481:29
- 140 #endif jmeapp.js:481:29
- 141 jmeapp.js:481:29
- 142 #if 8<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 143 #if BOUND_DRAW_BUFFER == 8 jmeapp.js:481:29
- 144 layout( location = 8 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 145 #else jmeapp.js:481:29
- 146 layout( location = 8 ) out highp vec4 outNOP8; jmeapp.js:481:29
- 147 #endif jmeapp.js:481:29
- 148 #endif jmeapp.js:481:29
- 149 jmeapp.js:481:29
- 150 #if 9<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 151 #if BOUND_DRAW_BUFFER == 9 jmeapp.js:481:29
- 152 layout( location = 9 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 153 #else jmeapp.js:481:29
- 154 layout( location = 9 ) out highp vec4 outNOP9; jmeapp.js:481:29
- 155 #endif jmeapp.js:481:29
- 156 #endif jmeapp.js:481:29
- 157 jmeapp.js:481:29
- 158 #if 10<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 159 #if BOUND_DRAW_BUFFER == 10 jmeapp.js:481:29
- 160 layout( location = 10 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 161 #else jmeapp.js:481:29
- 162 layout( location = 10 ) out highp vec4 outNOP10; jmeapp.js:481:29
- 163 #endif jmeapp.js:481:29
- 164 #endif jmeapp.js:481:29
- 165 jmeapp.js:481:29
- 166 #if 11<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 167 #if BOUND_DRAW_BUFFER == 11 jmeapp.js:481:29
- 168 layout( location = 11 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 169 #else jmeapp.js:481:29
- 170 layout( location = 11 ) out highp vec4 outNOP11; jmeapp.js:481:29
- 171 #endif jmeapp.js:481:29
- 172 #endif jmeapp.js:481:29
- 173 jmeapp.js:481:29
- 174 #if 12<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 175 #if BOUND_DRAW_BUFFER == 12 jmeapp.js:481:29
- 176 layout( location = 12 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 177 #else jmeapp.js:481:29
- 178 layout( location = 12 ) out highp vec4 outNOP12; jmeapp.js:481:29
- 179 #endif jmeapp.js:481:29
- 180 #endif jmeapp.js:481:29
- 181 jmeapp.js:481:29
- 182 #if 13<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 183 #if BOUND_DRAW_BUFFER == 13 jmeapp.js:481:29
- 184 layout( location = 13 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 185 #else jmeapp.js:481:29
- 186 layout( location = 13 ) out highp vec4 outNOP13; jmeapp.js:481:29
- 187 #endif jmeapp.js:481:29
- 188 #endif jmeapp.js:481:29
- 189 jmeapp.js:481:29
- 190 #if 14<=BOUND_DRAW_BUFFER jmeapp.js:481:29
- 191 #if BOUND_DRAW_BUFFER == 14 jmeapp.js:481:29
- 192 layout( location = 14 ) out highp vec4 outFragColor; jmeapp.js:481:29
- 193 #else jmeapp.js:481:29
- 194 layout( location = 14 ) out highp vec4 outNOP14; jmeapp.js:481:29
- 195 #endif jmeapp.js:481:29
- 196 #endif jmeapp.js:481:29
- 197 #else jmeapp.js:481:29
- 198 out highp vec4 outFragColor; jmeapp.js:481:29
- 199 #endif jmeapp.js:481:29
- 200 #else jmeapp.js:481:29
- 201 out vec4 outFragColor; jmeapp.js:481:29
- 202 #endif jmeapp.js:481:29
- 203 #endif jmeapp.js:481:29
- 204 jmeapp.js:481:29
- 205 # define texture1D texture jmeapp.js:481:29
- 206 # define texture2D texture jmeapp.js:481:29
- 207 # define texture3D texture jmeapp.js:481:29
- 208 # define textureCube texture jmeapp.js:481:29
- 209 # define texture2DLod textureLod jmeapp.js:481:29
- 210 # define textureCubeLod textureLod jmeapp.js:481:29
- 211 # define texture2DArray texture jmeapp.js:481:29
- 212 # if defined VERTEX_SHADER jmeapp.js:481:29
- 213 # define varying out jmeapp.js:481:29
- 214 # define attribute in jmeapp.js:481:29
- 215 # elif defined FRAGMENT_SHADER jmeapp.js:481:29
- 216 # define varying in jmeapp.js:481:29
- 217 # define gl_FragColor outFragColor jmeapp.js:481:29
- 218 # endif jmeapp.js:481:29
- 219 #else jmeapp.js:481:29
- 220 # define isnan(val) !(val<0.0||val>0.0||val==0.0) jmeapp.js:481:29
- 221 #endif jmeapp.js:481:29
- 222 jmeapp.js:481:29
- 223 #if __VERSION__ == 110 jmeapp.js:481:29
- 224 mat3 mat3_sub(mat4 m) { jmeapp.js:481:29
- 225 return mat3(m[0].xyz, m[1].xyz, m[2].xyz); jmeapp.js:481:29
- 226 } jmeapp.js:481:29
- 227 #else jmeapp.js:481:29
- 228 #define mat3_sub mat3 jmeapp.js:481:29
- 229 #endif jmeapp.js:481:29
- 230 jmeapp.js:481:29
- 231 #if __VERSION__ <= 140 jmeapp.js:481:29
- 232 float determinant(mat2 m) { jmeapp.js:481:29
- 233 return m[0][0] * m[1][1] - m[1][0] * m[0][1]; jmeapp.js:481:29
- 234 } jmeapp.js:481:29
- 235 jmeapp.js:481:29
- 236 float determinant(mat3 m) { jmeapp.js:481:29
- 237 return + m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) jmeapp.js:481:29
- 238 - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0]) jmeapp.js:481:29
- 239 + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); jmeapp.js:481:29
- 240 } jmeapp.js:481:29
- 241 #endif jmeapp.js:481:29
- 242 jmeapp.js:481:29
- 243 #if __VERSION__ <= 130 jmeapp.js:481:29
- 244 mat2 inverse(mat2 m) { jmeapp.js:481:29
- 245 return mat2(m[1][1], -m[0][1], -m[1][0], m[0][0]) / determinant(m); jmeapp.js:481:29
- 246 } jmeapp.js:481:29
- 247 jmeapp.js:481:29
- 248 mat3 inverse(mat3 m) { jmeapp.js:481:29
- 249 return mat3( jmeapp.js:481:29
- 250 + (m[1][1] * m[2][2] - m[2][1] * m[1][2]), jmeapp.js:481:29
- 251 - (m[1][0] * m[2][2] - m[2][0] * m[1][2]), jmeapp.js:481:29
- 252 + (m[1][0] * m[2][1] - m[2][0] * m[1][1]), jmeapp.js:481:29
- 253 - (m[0][1] * m[2][2] - m[2][1] * m[0][2]), jmeapp.js:481:29
- 254 + (m[0][0] * m[2][2] - m[2][0] * m[0][2]), jmeapp.js:481:29
- 255 - (m[0][0] * m[2][1] - m[2][0] * m[0][1]), jmeapp.js:481:29
- 256 + (m[0][1] * m[1][2] - m[1][1] * m[0][2]), jmeapp.js:481:29
- 257 - (m[0][0] * m[1][2] - m[1][0] * m[0][2]), jmeapp.js:481:29
- 258 + (m[0][0] * m[1][1] - m[1][0] * m[0][1])) / determinant(m); jmeapp.js:481:29
- 259 } jmeapp.js:481:29
- 260 #endif jmeapp.js:481:29
- 261 jmeapp.js:481:29
- 262 // -- end import Common/ShaderLib/GLSLCompat.glsllib -- jmeapp.js:481:29
- 263 uniform vec4 m_ClearColor; jmeapp.js:481:29
- 264 varying vec2 skyTexCoord; jmeapp.js:481:29
- 265 jmeapp.js:481:29
- 266 #ifdef HAS_STARS jmeapp.js:481:29
- 267 uniform sampler2D m_StarsColorMap; jmeapp.js:481:29
- 268 #endif jmeapp.js:481:29
- 269 jmeapp.js:481:29
- 270 #ifdef HAS_OBJECT0 jmeapp.js:481:29
- 271 uniform vec4 m_Object0Color; jmeapp.js:481:29
- 272 uniform sampler2D m_Object0ColorMap; jmeapp.js:481:29
- 273 varying vec2 object0Coord; jmeapp.js:481:29
- 274 #endif jmeapp.js:481:29
- 275 jmeapp.js:481:29
- 276 #ifdef HAS_OBJECT1 jmeapp.js:481:29
- 277 uniform vec4 m_Object1Color; jmeapp.js:481:29
- 278 uniform sampler2D m_Object1ColorMap; jmeapp.js:481:29
- 279 varying vec2 object1Coord; jmeapp.js:481:29
- 280 #endif jmeapp.js:481:29
- 281 jmeapp.js:481:29
- 282 #ifdef HAS_HAZE jmeapp.js:481:29
- 283 uniform sampler2D m_HazeAlphaMap; jmeapp.js:481:29
- 284 uniform vec4 m_HazeColor; jmeapp.js:481:29
- 285 #endif jmeapp.js:481:29
- 286 jmeapp.js:481:29
- 287 vec4 mixColors(vec4 color0, vec4 color1) { jmeapp.js:481:29
- 288 vec4 result; jmeapp.js:481:29
- 289 float a0 = color0.a * (1.0 - color1.a); jmeapp.js:481:29
- 290 result.a = a0 + color1.a; jmeapp.js:481:29
- 291 if (result.a > 0.0) { jmeapp.js:481:29
- 292 result.rgb = (a0 * color0.rgb + color1.a * color1.rgb)/result.a; jmeapp.js:481:29
- 293 } else { jmeapp.js:481:29
- 294 result.rgb = vec3(0.0); jmeapp.js:481:29
- 295 } jmeapp.js:481:29
- 296 return result; jmeapp.js:481:29
- 297 } jmeapp.js:481:29
- 298 jmeapp.js:481:29
- 299 void main() { jmeapp.js:481:29
- 300 #ifdef HAS_STARS jmeapp.js:481:29
- 301 vec4 stars = texture2D(m_StarsColorMap, skyTexCoord); jmeapp.js:481:29
- 302 #else jmeapp.js:481:29
- 303 vec4 stars = vec4(0.0); jmeapp.js:481:29
- 304 #endif jmeapp.js:481:29
- 305 jmeapp.js:481:29
- 306 vec4 objects = vec4(0.0); jmeapp.js:481:29
- 307 jmeapp.js:481:29
- 308 #ifdef HAS_OBJECT0 jmeapp.js:481:29
- 309 if (floor(object0Coord.s) == 0.0 && jmeapp.js:481:29
- 310 floor(object0Coord.t) == 0.0) { jmeapp.js:481:29
- 311 objects = m_Object0Color; jmeapp.js:481:29
- 312 objects *= texture2D(m_Object0ColorMap, object0Coord); jmeapp.js:481:29
- 313 } jmeapp.js:481:29
- 314 #endif jmeapp.js:481:29
- 315 jmeapp.js:481:29
- 316 #ifdef HAS_OBJECT1 jmeapp.js:481:29
- 317 if (floor(object1Coord.s) == 0.0 && jmeapp.js:481:29
- 318 floor(object1Coord.t) == 0.0) { jmeapp.js:481:29
- 319 vec4 object1 = m_Object1Color; jmeapp.js:481:29
- 320 object1 *= texture2D(m_Object1ColorMap, object1Coord); jmeapp.js:481:29
- 321 objects = mixColors(objects, object1); jmeapp.js:481:29
- 322 } jmeapp.js:481:29
- 323 #endif jmeapp.js:481:29
- 324 jmeapp.js:481:29
- 325 vec4 color = mixColors(stars, objects); jmeapp.js:481:29
- 326 jmeapp.js:481:29
- 327 vec4 clear = m_ClearColor; jmeapp.js:481:29
- 328 #ifdef HAS_HAZE jmeapp.js:481:29
- 329 vec4 haze = m_HazeColor; jmeapp.js:481:29
- 330 haze.a *= texture2D(m_HazeAlphaMap, skyTexCoord).r; jmeapp.js:481:29
- 331 clear = mixColors(clear, haze); jmeapp.js:481:29
- 332 #endif jmeapp.js:481:29
- 333 color = mixColors(color, clear); jmeapp.js:481:29
- 334 // Bright parts of objects shine through the clear areas. jmeapp.js:481:29
- 335 color.rgb += objects.rgb * objects.a * (1.0 - clear.rgb) * clear.a; jmeapp.js:481:29
- 336 jmeapp.js:481:29
- 337 gl_FragColor = color; jmeapp.js:481:29
- 338 } jmeapp.js:481:29
- <empty string> jmeapp.js:481:29
- com.jme3.renderer.RendererException: compile error in: ShaderSource[name=Shaders/skies/dome20/dome20.frag, defines, type=Fragment, language=GLSL100] jmeapp.js:485:29
- ERROR: 0:41: 'sampler2DArray' : syntax error jmeapp.js:485:29
- <empty string> jmeapp.js:485:29
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