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  1. [4137.188] Worker 13 : Error: Compilation errors in renderer/Deferred.hlsl
  2. 0(248) : error C1115: unable to find compatible overloaded function "clamp(vec3, float, vec3)"
  3. :
  4. #version 140
  5. #pragma optionNV(fastmath on)
  6. #pragma optionNV(ifcvt none)
  7. #pragma optionNV(inline all)
  8. #pragma optionNV(strict on)
  9. #pragma optionNV(unroll all)
  10. vec3 matrix_row0(mat3 m, int i) { return vec3( m[0][i], m[1][i], m[2][i] ); }
  11. vec4 matrix_row0(mat4 m, int i) { return vec4( m[0][i], m[1][i], m[2][i], m[3][i] ); }
  12. void clip0(float x) { if (x < 0.0) ; }
  13. void clip0(vec2 x) { if (any(lessThan(x, vec2(0.0, 0.0)))) ; }
  14. void clip0(vec3 x) { if (any(lessThan(x, vec3(0.0, 0.0, 0.0)))) ; }
  15. void clip0(vec4 x) { if (any(lessThan(x, vec4(0.0, 0.0, 0.0, 0.0)))) ; }
  16. vec2 m_scalar_swizzle20(float x) { return vec2(x, x); }
  17. ivec2 m_scalar_swizzle20(int x) { return ivec2(x, x); }
  18. uvec2 m_scalar_swizzle20(uint x) { return uvec2(x, x); }
  19. vec3 m_scalar_swizzle30(float x) { return vec3(x, x, x); }
  20. ivec3 m_scalar_swizzle30(int x) { return ivec3(x, x, x); }
  21. uvec3 m_scalar_swizzle30(uint x) { return uvec3(x, x, x); }
  22. vec4 m_scalar_swizzle40(float x) { return vec4(x, x, x, x); }
  23. ivec4 m_scalar_swizzle40(int x) { return ivec4(x, x, x, x); }
  24. uvec4 m_scalar_swizzle40(uint x) { return uvec4(x, x, x, x); }
  25. in vec3 POSITION;
  26. in vec2 TEXCOORD0;
  27. in vec3 NORMAL;
  28. in vec3 BINORMAL;
  29. in vec3 TANGENT;
  30. in vec4 COLOR;
  31. out vec4 frag_TEXCOORD0;
  32. out vec2 frag_TEXCOORD1;
  33. out vec3 frag_TEXCOORD2;
  34. out vec3 frag_TEXCOORD3;
  35. out vec3 frag_TEXCOORD4;
  36. out vec3 frag_TEXCOORD5;
  37. out vec3 frag_COLOR1;
  38. out vec4 frag_COLOR0;
  39. out vec4 frag_TEXCOORD6;
  40. layout (std140) uniform PassConstants {
  41. vec2 imagePlaneSize;
  42. vec2 rcpFrame;
  43. vec4 rcpFrameOpt;
  44. vec2 texelCenter;
  45. float nearPlane;
  46. float farPlane;
  47. };
  48. layout (std140) uniform SceneConstants {
  49. mat4 cameraToScreenMatrix;
  50. mat4 cameraToWorldMatrix;
  51. mat4 worldToScreenMatrix;
  52. mat4 worldToCameraMatrix;
  53. vec3 wsCameraOrigin;
  54. float time;
  55. };
  56. uniform sampler2D randomNormalTexture;
  57. struct VS_Def
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