Created
July 1, 2022 11:59
-
-
Save Sripal22/1f4683e5fffb47c9f8ba41945b81a605 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
VM567:37274 WebXR emulator extension overrides native WebXR API with polyfill. | |
app-base.js:160 Powered by PlayCanvas 1.54.1 999c376eb | |
messenger.js:92 messenger connected | |
VM585:37274 WebXR emulator extension overrides native WebXR API with polyfill. | |
manager.js:103 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page. https://goo.gl/7K7WLu | |
get @ manager.js:103 | |
http.js:540 responseType: text being served with Content-Type: text/html | |
_onSuccess @ http.js:540 | |
http.js:540 responseType: text being served with Content-Type: text/html | |
_onSuccess @ http.js:540 | |
http.js:540 responseType: text being served with Content-Type: text/css | |
_onSuccess @ http.js:540 | |
http.js:540 responseType: text being served with Content-Type: text/css | |
_onSuccess @ http.js:540 | |
http.js:540 responseType: text being served with Content-Type: text/html | |
_onSuccess @ http.js:540 | |
http.js:540 responseType: text being served with Content-Type: text/css | |
_onSuccess @ http.js:540 | |
AgoraRTC_N-4.9.3.js?id=75223493&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:14 17:06:33:737 Agora-SDK [DEBUG]: [lock-safari-1] is created. | |
AgoraRTC_N-4.9.3.js?id=75223493&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:14 17:06:34:281 Agora-SDK [INFO]: browser compatibility {"getDisplayMedia":true,"getStreamFromExtension":true,"supportUnifiedPlan":true,"supportMinBitrate":true,"supportSetRtpSenderParameters":true,"supportDualStream":true,"webAudioMediaStreamDest":true,"supportReplaceTrack":true,"supportWebGL":true,"webAudioWithAEC":false,"supportRequestFrame":true,"supportShareAudio":true,"supportDualStreamEncoding":false} {"name":"Chrome","version":"103","os":"Windows 10","osVersion":"10"} | |
AgoraRTC_N-4.9.3.js?id=75223493&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:14 17:06:34:294 Agora-SDK [DEBUG]: Loading global parameters from cache Object | |
debug.js:120 script 'objectPicker' is not found, awaiting it to be added to registry | |
warn @ debug.js:120 | |
debug.js:120 script 'vrSliderBtns' is not found, awaiting it to be added to registry | |
warn @ debug.js:120 | |
debug.js:120 script 'vrSliderBtns' is not found, awaiting it to be added to registry | |
warn @ debug.js:120 | |
debug.js:120 script 'vrSliderBtns' is not found, awaiting it to be added to registry | |
warn @ debug.js:120 | |
instance.js:570 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page. https://goo.gl/7K7WLu | |
play @ instance.js:570 | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: Init wss://ns.exitgames.com:19093 95f263ab-855f-45e1-b944-11f81bc8f8a3 1 | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: State: Uninitialized -> ConnectingToNameServer | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: Connecting to NameServer wss://ns.exitgames.com:19093 | |
debug.js:74 DEPRECATED: pc.RenderTarget constructor no longer accepts GraphicsDevice parameter. | |
deprecated @ debug.js:74 | |
debug.js:98 Lightmapper - node [EyeLeft] contains meshes without required uv1, excluding it from baking. | |
debug.js:98 Lightmapper - node [EyeRight] contains meshes without required uv1, excluding it from baking. | |
debug.js:98 Lightmapper - node [Wolf3D_Beard] contains meshes without required uv1, excluding it from baking. | |
debug.js:98 Lightmapper - node [Wolf3D_Hair] contains meshes without required uv1, excluding it from baking. | |
debug.js:98 Lightmapper - node [Wolf3D_Hands] contains meshes without required uv1, excluding it from baking. | |
debug.js:98 Lightmapper - node [Wolf3D_Head] contains meshes without required uv1, excluding it from baking. | |
debug.js:98 Lightmapper - node [Wolf3D_Shirt] contains meshes without required uv1, excluding it from baking. | |
debug.js:98 Lightmapper - node [Wolf3D_Teeth] contains meshes without required uv1, excluding it from baking. | |
launch.js:15193 Failed to compile fragment shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define varying in | |
6: out highp vec4 pc_fragColor; | |
7: #define gl_FragColor pc_fragColor | |
8: #define texture2D texture | |
9: #define textureCube texture | |
10: #define texture2DProj textureProj | |
11: #define texture2DLodEXT textureLod | |
12: #define texture2DProjLodEXT textureProjLod | |
13: #define textureCubeLodEXT textureLod | |
14: #define texture2DGradEXT textureGrad | |
15: #define texture2DProjGradEXT textureProjGrad | |
16: #define textureCubeGradEXT textureGrad | |
17: #define GL2 | |
18: #define SUPPORTS_TEXLOD | |
19: precision highp float; | |
20: precision highp sampler2DShadow; | |
21: varying vec3 vPositionW; | |
22: varying vec3 vNormalW; | |
23: varying vec2 vUv0; | |
24: varying vec2 vUv1; | |
25: | |
26: uniform vec3 view_position; | |
27: | |
28: uniform vec3 light_globalAmbient; | |
29: | |
30: float square(float x) { | |
31: return x*x; | |
32: } | |
33: | |
34: float saturate(float x) { | |
35: return clamp(x, 0.0, 1.0); | |
36: } | |
37: | |
38: vec3 saturate(vec3 x) { | |
39: return clamp(x, vec3(0.0), vec3(1.0)); | |
40: } | |
41: uniform float textureBias; | |
42: | |
43: vec3 detailMode_mul(vec3 c1, vec3 c2) { | |
44: return c1 * c2; | |
45: } | |
46: | |
47: vec3 detailMode_add(vec3 c1, vec3 c2) { | |
48: return c1 + c2; | |
49: } | |
50: | |
51: | |
52: vec3 detailMode_screen(vec3 c1, vec3 c2) { | |
53: return 1.0 - (1.0 - c1)*(1.0 - c2); | |
54: } | |
55: | |
56: | |
57: vec3 detailMode_overlay(vec3 c1, vec3 c2) { | |
58: return mix(1.0 - 2.0*(1.0 - c1)*(1.0 - c2), 2.0*c1*c2, step(c1, vec3(0.5))); | |
59: } | |
60: | |
61: vec3 detailMode_min(vec3 c1, vec3 c2) { | |
62: return min(c1, c2); | |
63: } | |
64: | |
65: vec3 detailMode_max(vec3 c1, vec3 c2) { | |
66: return max(c1, c2); | |
67: } | |
68: vec4 dReflection; | |
69: vec3 dAlbedo; | |
70: vec3 dNormalW; | |
71: vec3 dVertexNormalW; | |
72: vec3 dViewDirW; | |
73: vec3 dReflDirW; | |
74: vec3 dDiffuseLight; | |
75: vec3 dSpecularLight; | |
76: vec3 dSpecularity; | |
77: float dGlossiness; | |
78: float dAlpha; | |
79: vec4 ccReflection; | |
80: vec3 ccNormalW; | |
81: vec3 ccSpecularLight; | |
82: float ccSpecularity; | |
83: float ccGlossiness; | |
84: #define AREA_LUTS_PRECISION highp | |
85: | |
86: | |
87: void getNormal() { | |
88: dNormalW = normalize(dVertexNormalW); | |
89: } | |
90: | |
91: vec3 gammaCorrectInput(vec3 color) { | |
92: return pow(color, vec3(2.2)); | |
93: } | |
94: | |
95: float gammaCorrectInput(float color) { | |
96: return pow(color, 2.2); | |
97: } | |
98: | |
99: vec4 gammaCorrectInput(vec4 color) { | |
100: return vec4(pow(color.rgb, vec3(2.2)), color.a); | |
101: } | |
102: | |
103: vec4 texture2DSRGB(sampler2D tex, vec2 uv) { | |
104: vec4 rgba = texture2D(tex, uv); | |
105: rgba.rgb = gammaCorrectInput(rgba.rgb); | |
106: return rgba; | |
107: } | |
108: | |
109: vec4 texture2DSRGB(sampler2D tex, vec2 uv, float bias) { | |
110: vec4 rgba = texture2D(tex, uv, bias); | |
111: rgba.rgb = gammaCorrectInput(rgba.rgb); | |
112: return rgba; | |
113: } | |
114: | |
115: vec4 textureCubeSRGB(samplerCube tex, vec3 uvw) { | |
116: vec4 rgba = textureCube(tex, uvw); | |
117: rgba.rgb = gammaCorrectInput(rgba.rgb); | |
118: return rgba; | |
119: } | |
120: | |
121: vec3 gammaCorrectOutput(vec3 color) { | |
122: color += vec3(0.0000001); | |
123: return pow(color, vec3(0.45)); | |
124: } | |
125: | |
126: uniform float exposure; | |
127: | |
128: vec3 toneMap(vec3 color) { | |
129: float tA = 2.51; | |
130: float tB = 0.03; | |
131: float tC = 2.43; | |
132: float tD = 0.59; | |
133: float tE = 0.14; | |
134: vec3 x = color * exposure; | |
135: return (x*(tA*x+tB))/(x*(tC*x+tD)+tE); | |
136: } | |
137: | |
138: float dBlendModeFogFactor = 1.0; | |
139: | |
140: vec3 addFog(vec3 color) { | |
141: return color; | |
142: } | |
143: | |
144: vec3 decodeLinear(vec4 raw) { | |
145: return raw.rgb; | |
146: } | |
147: | |
148: vec3 decodeGamma(vec4 raw) { | |
149: return pow(raw.xyz, vec3(2.2)); | |
150: } | |
151: | |
152: vec3 decodeRGBM(vec4 raw) { | |
153: vec3 color = (8.0 * raw.a) * raw.rgb; | |
154: return color * color; | |
155: } | |
156: | |
157: vec3 decodeRGBE(vec4 raw) { | |
158: if (raw.a == 0.0) { | |
159: return vec3(0.0, 0.0, 0.0); | |
160: } else { | |
161: return raw.xyz * pow(2.0, raw.w * 255.0 - 128.0); | |
162: } | |
163: } | |
164: | |
165: const float PI = 3.141592653589793; | |
166: | |
167: vec2 toSpherical(vec3 dir) { | |
168: return vec2(dir.xz == vec2(0.0) ? 0.0 : atan(dir.x, dir.z), asin(dir.y)); | |
169: } | |
170: | |
171: vec2 toSphericalUv(vec3 dir) { | |
172: vec2 uv = toSpherical(dir) / vec2(PI * 2.0, PI) + 0.5; | |
173: return vec2(uv.x, 1.0 - uv.y); | |
174: } | |
175: | |
176: | |
177: | |
178: | |
179: const float atlasSize = 512.0; | |
180: const float seamSize = 1.0 / atlasSize; | |
181: | |
182: | |
183: vec2 mapUv(vec2 uv, vec4 rect) { | |
184: return vec2(mix(rect.x + seamSize, rect.x + rect.z - seamSize, uv.x), | |
185: mix(rect.y + seamSize, rect.y + rect.w - seamSize, uv.y)); | |
186: } | |
187: | |
188: | |
189: vec2 mapRoughnessUv(vec2 uv, float level) { | |
190: float t = 1.0 / exp2(level); | |
191: return mapUv(uv, vec4(0, 1.0 - t, t, t * 0.5)); | |
192: } | |
193: | |
194: | |
195: vec2 mapMip(vec2 uv, float level) { | |
196: float t = 1.0 / exp2(level); | |
197: return mapUv(uv, vec4(1.0 - t, 1.0 - t, t, t * 0.5)); | |
198: } | |
199: | |
200: vec3 texture2DRGBM(sampler2D t Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Lobby_Big" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "crystal_mat" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec2 vUv0; | |
12: varying vec2 vUv1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: vec2 getUv1() { | |
34: return vertex_texCoord1; | |
35: } | |
36: | |
37: | |
38: mat4 getModelMatrix() { | |
39: return matrix_model; | |
40: } | |
41: | |
42: vec4 getPosition() { | |
43: dModelMatrix = getModelMatrix(); | |
44: vec3 localPos = vertex_position; | |
45: | |
46: | |
47: | |
48: | |
49: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
50: dPositionW = posW.xyz; | |
51: | |
52: vec4 screenPos; | |
53: screenPos = matrix_viewProjection * posW; | |
54: | |
55: | |
56: return screenPos; | |
57: } | |
58: | |
59: vec3 getWorldPosition() { | |
60: return dPositionW; | |
61: } | |
62: | |
63: | |
64: void main(void) { | |
65: gl_Position = getPosition(); | |
66: vPositionW = getWorldPosition(); | |
67: vec2 uv0 = getUv0(); | |
68: vUv0 = uv0; | |
69: vec2 uv1 = getUv1(); | |
70: vUv1 = uv1; | |
71: | |
72: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Lobby_Base" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Railling_mat_2" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec2 vUv0; | |
12: varying vec2 vUv1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: vec2 getUv1() { | |
34: return vertex_texCoord1; | |
35: } | |
36: | |
37: | |
38: mat4 getModelMatrix() { | |
39: return matrix_model; | |
40: } | |
41: | |
42: vec4 getPosition() { | |
43: dModelMatrix = getModelMatrix(); | |
44: vec3 localPos = vertex_position; | |
45: | |
46: | |
47: | |
48: | |
49: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
50: dPositionW = posW.xyz; | |
51: | |
52: vec4 screenPos; | |
53: screenPos = matrix_viewProjection * posW; | |
54: | |
55: | |
56: return screenPos; | |
57: } | |
58: | |
59: vec3 getWorldPosition() { | |
60: return dPositionW; | |
61: } | |
62: | |
63: | |
64: void main(void) { | |
65: gl_Position = getPosition(); | |
66: vPositionW = getWorldPosition(); | |
67: vec2 uv0 = getUv0(); | |
68: vUv0 = uv0; | |
69: vec2 uv1 = getUv1(); | |
70: vUv1 = uv1; | |
71: | |
72: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Loby_mat" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Untitled" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: attribute vec4 instance_line1; | |
30: attribute vec4 instance_line2; | |
31: attribute vec4 instance_line3; | |
32: attribute vec4 instance_line4; | |
33: | |
34: vec2 getUv0() { | |
35: return vertex_texCoord0; | |
36: } | |
37: #define INSTANCING | |
38: | |
39: | |
40: mat4 getModelMatrix() { | |
41: return mat4(instance_line1, instance_line2, instance_line3, instance_line4); | |
42: } | |
43: | |
44: vec4 getPosition() { | |
45: dModelMatrix = getModelMatrix(); | |
46: vec3 localPos = vertex_position; | |
47: | |
48: | |
49: | |
50: | |
51: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
52: dPositionW = posW.xyz; | |
53: | |
54: vec4 screenPos; | |
55: screenPos = matrix_viewProjection * posW; | |
56: | |
57: | |
58: return screenPos; | |
59: } | |
60: | |
61: vec3 getWorldPosition() { | |
62: return dPositionW; | |
63: } | |
64: | |
65: | |
66: vec3 getNormal() { | |
67: dNormalMatrix = mat3(instance_line1.xyz, instance_line2.xyz, instance_line3.xyz); | |
68: | |
69: vec3 tempNormal = vertex_normal; | |
70: | |
71: | |
72: | |
73: return normalize(dNormalMatrix * tempNormal); | |
74: } | |
75: | |
76: | |
77: void main(void) { | |
78: gl_Position = getPosition(); | |
79: vPositionW = getWorldPosition(); | |
80: vNormalW = getNormal(); | |
81: vec2 uv0 = getUv0(); | |
82: vUv0 = uv0; | |
83: | |
84: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Chair_Table1" with flags 65564 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: #define MORPHING_TEXTURE_BASED | |
33: #define MORPHING_TEXTURE_BASED_POSITION | |
34: #define MORPHING_TEXTURE_BASED_NORMAL | |
35: attribute float morph_vertex_id; | |
36: | |
37: attribute vec4 vertex_boneWeights; | |
38: attribute vec4 vertex_boneIndices; | |
39: | |
40: uniform highp sampler2D texture_poseMap; | |
41: uniform vec4 texture_poseMapSize; | |
42: | |
43: void getBoneMatrix(const in float i, out vec4 v1, out vec4 v2, out vec4 v3) { | |
44: float j = i * 3.0; | |
45: float dx = texture_poseMapSize.z; | |
46: float dy = texture_poseMapSize.w; | |
47: | |
48: float y = floor(j * dx); | |
49: float x = j - (y * texture_poseMapSize.x); | |
50: y = dy * (y + 0.5); | |
51: | |
52: | |
53: v1 = texture2D(texture_poseMap, vec2(dx * (x + 0.5), y)); | |
54: v2 = texture2D(texture_poseMap, vec2(dx * (x + 1.5), y)); | |
55: v3 = texture2D(texture_poseMap, vec2(dx * (x + 2.5), y)); | |
56: } | |
57: | |
58: mat4 getSkinMatrix(const in vec4 indices, const in vec4 weights) { | |
59: | |
60: vec4 a1, a2, a3; | |
61: getBoneMatrix(indices.x, a1, a2, a3); | |
62: | |
63: vec4 b1, b2, b3; | |
64: getBoneMatrix(indices.y, b1, b2, b3); | |
65: | |
66: vec4 c1, c2, c3; | |
67: getBoneMatrix(indices.z, c1, c2, c3); | |
68: | |
69: vec4 d1, d2, d3; | |
70: getBoneMatrix(indices.w, d1, d2, d3); | |
71: | |
72: | |
73: vec4 v1 = a1 * weights.x + b1 * weights.y + c1 * weights.z + d1 * weights.w; | |
74: vec4 v2 = a2 * weights.x + b2 * weights.y + c2 * weights.z + d2 * weights.w; | |
75: vec4 v3 = a3 * weights.x + b3 * weights.y + c3 * weights.z + d3 * weights.w; | |
76: | |
77: | |
78: float one = dot(weights, vec4(1.0)); | |
79: | |
80: | |
81: return mat4( | |
82: v1.x, v2.x, v3.x, 0, | |
83: v1.y, v2.y, v3.y, 0, | |
84: v1.z, v2.z, v3.z, 0, | |
85: v1.w, v2.w, v3.w, one | |
86: ); | |
87: } | |
88: #define SKIN | |
89: | |
90: | |
91: | |
92: | |
93: uniform vec4 morph_tex_params; | |
94: | |
95: vec2 getTextureMorphCoords() { | |
96: float vertexId = morph_vertex_id; | |
97: vec2 textureSize = morph_tex_params.xy; | |
98: vec2 invTextureSize = morph_tex_params.zw; | |
99: | |
100: | |
101: float morphGridV = floor(vertexId * invTextureSize.x); | |
102: float morphGridU = vertexId - (morphGridV * textureSize.x); | |
103: | |
104: | |
105: return (vec2(morphGridU, morphGridV) * invTextureSize) + (0.5 * invTextureSize); | |
106: } | |
107: | |
108: uniform highp sampler2D morphPositionTex; | |
109: | |
110: mat4 getModelMatrix() { | |
111: return matrix_model * getSkinMatrix(vertex_boneIndices, vertex_boneWeights); | |
112: } | |
113: | |
114: vec4 getPosition() { | |
115: dModelMatrix = getModelMatrix(); | |
116: vec3 localPos = vertex_position; | |
117: | |
118: | |
119: | |
120: | |
121: vec2 morphUV = getTextureMorphCoords(); | |
122: vec3 morphPos = texture2D(morphPositionTex, morphUV).xyz; | |
123: localPos += morphPos; | |
124: | |
125: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
126: dPositionW = posW.xyz; | |
127: | |
128: vec4 screenPos; | |
129: screenPos = matrix_viewProjection * posW; | |
130: | |
131: | |
132: return screenPos; | |
133: } | |
134: | |
135: vec3 getWorldPosition() { | |
136: return dPositionW; | |
137: } | |
138: | |
139: uniform highp sampler2D morphNormalTex; | |
140: | |
141: vec3 getNormal() { | |
142: dNormalMatrix = mat3(dModelMatrix[0].xyz, dModelMatrix[1].xyz, dModelMatrix[2].xyz); | |
143: | |
144: vec3 tempNormal = vertex_normal; | |
145: | |
146: | |
147: | |
148: vec2 morphUV = getTextureMorphCoords(); | |
149: vec3 morphNormal = texture2D(morphNormalTex, morphUV).xyz; | |
150: tempNormal += morphNormal; | |
151: | |
152: return normalize(dNormalMatrix * tempNormal); | |
153: } | |
154: | |
155: | |
156: void main(void) { | |
157: gl_Position = getPosition(); | |
158: vPositionW = getWorldPosition(); | |
159: vNormalW = getNormal(); | |
160: vec2 uv0 = getUv0(); | |
161: vUv0 = uv0; | |
162: | |
163: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Wolf3D_Skin" with flags 138247 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: #define MORPHING_TEXTURE_BASED | |
33: #define MORPHING_TEXTURE_BASED_POSITION | |
34: #define MORPHING_TEXTURE_BASED_NORMAL | |
35: attribute float morph_vertex_id; | |
36: | |
37: attribute vec4 vertex_boneWeights; | |
38: attribute vec4 vertex_boneIndices; | |
39: | |
40: uniform highp sampler2D texture_poseMap; | |
41: uniform vec4 texture_poseMapSize; | |
42: | |
43: void getBoneMatrix(const in float i, out vec4 v1, out vec4 v2, out vec4 v3) { | |
44: float j = i * 3.0; | |
45: float dx = texture_poseMapSize.z; | |
46: float dy = texture_poseMapSize.w; | |
47: | |
48: float y = floor(j * dx); | |
49: float x = j - (y * texture_poseMapSize.x); | |
50: y = dy * (y + 0.5); | |
51: | |
52: | |
53: v1 = texture2D(texture_poseMap, vec2(dx * (x + 0.5), y)); | |
54: v2 = texture2D(texture_poseMap, vec2(dx * (x + 1.5), y)); | |
55: v3 = texture2D(texture_poseMap, vec2(dx * (x + 2.5), y)); | |
56: } | |
57: | |
58: mat4 getSkinMatrix(const in vec4 indices, const in vec4 weights) { | |
59: | |
60: vec4 a1, a2, a3; | |
61: getBoneMatrix(indices.x, a1, a2, a3); | |
62: | |
63: vec4 b1, b2, b3; | |
64: getBoneMatrix(indices.y, b1, b2, b3); | |
65: | |
66: vec4 c1, c2, c3; | |
67: getBoneMatrix(indices.z, c1, c2, c3); | |
68: | |
69: vec4 d1, d2, d3; | |
70: getBoneMatrix(indices.w, d1, d2, d3); | |
71: | |
72: | |
73: vec4 v1 = a1 * weights.x + b1 * weights.y + c1 * weights.z + d1 * weights.w; | |
74: vec4 v2 = a2 * weights.x + b2 * weights.y + c2 * weights.z + d2 * weights.w; | |
75: vec4 v3 = a3 * weights.x + b3 * weights.y + c3 * weights.z + d3 * weights.w; | |
76: | |
77: | |
78: float one = dot(weights, vec4(1.0)); | |
79: | |
80: | |
81: return mat4( | |
82: v1.x, v2.x, v3.x, 0, | |
83: v1.y, v2.y, v3.y, 0, | |
84: v1.z, v2.z, v3.z, 0, | |
85: v1.w, v2.w, v3.w, one | |
86: ); | |
87: } | |
88: #define SKIN | |
89: | |
90: | |
91: | |
92: | |
93: uniform vec4 morph_tex_params; | |
94: | |
95: vec2 getTextureMorphCoords() { | |
96: float vertexId = morph_vertex_id; | |
97: vec2 textureSize = morph_tex_params.xy; | |
98: vec2 invTextureSize = morph_tex_params.zw; | |
99: | |
100: | |
101: float morphGridV = floor(vertexId * invTextureSize.x); | |
102: float morphGridU = vertexId - (morphGridV * textureSize.x); | |
103: | |
104: | |
105: return (vec2(morphGridU, morphGridV) * invTextureSize) + (0.5 * invTextureSize); | |
106: } | |
107: | |
108: uniform highp sampler2D morphPositionTex; | |
109: | |
110: mat4 getModelMatrix() { | |
111: return matrix_model * getSkinMatrix(vertex_boneIndices, vertex_boneWeights); | |
112: } | |
113: | |
114: vec4 getPosition() { | |
115: dModelMatrix = getModelMatrix(); | |
116: vec3 localPos = vertex_position; | |
117: | |
118: | |
119: | |
120: | |
121: vec2 morphUV = getTextureMorphCoords(); | |
122: vec3 morphPos = texture2D(morphPositionTex, morphUV).xyz; | |
123: localPos += morphPos; | |
124: | |
125: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
126: dPositionW = posW.xyz; | |
127: | |
128: vec4 screenPos; | |
129: screenPos = matrix_viewProjection * posW; | |
130: | |
131: | |
132: return screenPos; | |
133: } | |
134: | |
135: vec3 getWorldPosition() { | |
136: return dPositionW; | |
137: } | |
138: | |
139: uniform highp sampler2D morphNormalTex; | |
140: | |
141: vec3 getNormal() { | |
142: dNormalMatrix = mat3(dModelMatrix[0].xyz, dModelMatrix[1].xyz, dModelMatrix[2].xyz); | |
143: | |
144: vec3 tempNormal = vertex_normal; | |
145: | |
146: | |
147: | |
148: vec2 morphUV = getTextureMorphCoords(); | |
149: vec3 morphNormal = texture2D(morphNormalTex, morphUV).xyz; | |
150: tempNormal += morphNormal; | |
151: | |
152: return normalize(dNormalMatrix * tempNormal); | |
153: } | |
154: | |
155: | |
156: void main(void) { | |
157: gl_Position = getPosition(); | |
158: vPositionW = getWorldPosition(); | |
159: vNormalW = getNormal(); | |
160: vec2 uv0 = getUv0(); | |
161: vUv0 = uv0; | |
162: | |
163: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Wolf3D_Hair" with flags 138247 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Wolf3D_Hair" with flags 131077 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: attribute vec4 vertex_boneWeights; | |
34: attribute vec4 vertex_boneIndices; | |
35: | |
36: uniform highp sampler2D texture_poseMap; | |
37: uniform vec4 texture_poseMapSize; | |
38: | |
39: void getBoneMatrix(const in float i, out vec4 v1, out vec4 v2, out vec4 v3) { | |
40: float j = i * 3.0; | |
41: float dx = texture_poseMapSize.z; | |
42: float dy = texture_poseMapSize.w; | |
43: | |
44: float y = floor(j * dx); | |
45: float x = j - (y * texture_poseMapSize.x); | |
46: y = dy * (y + 0.5); | |
47: | |
48: | |
49: v1 = texture2D(texture_poseMap, vec2(dx * (x + 0.5), y)); | |
50: v2 = texture2D(texture_poseMap, vec2(dx * (x + 1.5), y)); | |
51: v3 = texture2D(texture_poseMap, vec2(dx * (x + 2.5), y)); | |
52: } | |
53: | |
54: mat4 getSkinMatrix(const in vec4 indices, const in vec4 weights) { | |
55: | |
56: vec4 a1, a2, a3; | |
57: getBoneMatrix(indices.x, a1, a2, a3); | |
58: | |
59: vec4 b1, b2, b3; | |
60: getBoneMatrix(indices.y, b1, b2, b3); | |
61: | |
62: vec4 c1, c2, c3; | |
63: getBoneMatrix(indices.z, c1, c2, c3); | |
64: | |
65: vec4 d1, d2, d3; | |
66: getBoneMatrix(indices.w, d1, d2, d3); | |
67: | |
68: | |
69: vec4 v1 = a1 * weights.x + b1 * weights.y + c1 * weights.z + d1 * weights.w; | |
70: vec4 v2 = a2 * weights.x + b2 * weights.y + c2 * weights.z + d2 * weights.w; | |
71: vec4 v3 = a3 * weights.x + b3 * weights.y + c3 * weights.z + d3 * weights.w; | |
72: | |
73: | |
74: float one = dot(weights, vec4(1.0)); | |
75: | |
76: | |
77: return mat4( | |
78: v1.x, v2.x, v3.x, 0, | |
79: v1.y, v2.y, v3.y, 0, | |
80: v1.z, v2.z, v3.z, 0, | |
81: v1.w, v2.w, v3.w, one | |
82: ); | |
83: } | |
84: #define SKIN | |
85: | |
86: | |
87: mat4 getModelMatrix() { | |
88: return matrix_model * getSkinMatrix(vertex_boneIndices, vertex_boneWeights); | |
89: } | |
90: | |
91: vec4 getPosition() { | |
92: dModelMatrix = getModelMatrix(); | |
93: vec3 localPos = vertex_position; | |
94: | |
95: | |
96: | |
97: | |
98: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
99: dPositionW = posW.xyz; | |
100: | |
101: vec4 screenPos; | |
102: screenPos = matrix_viewProjection * posW; | |
103: | |
104: | |
105: return screenPos; | |
106: } | |
107: | |
108: vec3 getWorldPosition() { | |
109: return dPositionW; | |
110: } | |
111: | |
112: | |
113: vec3 getNormal() { | |
114: dNormalMatrix = mat3(dModelMatrix[0].xyz, dModelMatrix[1].xyz, dModelMatrix[2].xyz); | |
115: | |
116: vec3 tempNormal = vertex_normal; | |
117: | |
118: | |
119: | |
120: return normalize(dNormalMatrix * tempNormal); | |
121: } | |
122: | |
123: | |
124: void main(void) { | |
125: gl_Position = getPosition(); | |
126: vPositionW = getWorldPosition(); | |
127: vNormalW = getNormal(); | |
128: vec2 uv0 = getUv0(); | |
129: vUv0 = uv0; | |
130: | |
131: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Wolf3D_Body" with flags 131079 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert2" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Slot_setup_mat1" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lobby podium material" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Bar_mat2" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Hammer_hit_Mat" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "HangingLamp_mat" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Blackjack_Table" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Blackjack_Table" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: attribute vec4 instance_line1; | |
31: attribute vec4 instance_line2; | |
32: attribute vec4 instance_line3; | |
33: attribute vec4 instance_line4; | |
34: | |
35: vec2 getUv0() { | |
36: return vertex_texCoord0; | |
37: } | |
38: | |
39: vec2 getUv1() { | |
40: return vertex_texCoord1; | |
41: } | |
42: #define INSTANCING | |
43: | |
44: | |
45: mat4 getModelMatrix() { | |
46: return mat4(instance_line1, instance_line2, instance_line3, instance_line4); | |
47: } | |
48: | |
49: vec4 getPosition() { | |
50: dModelMatrix = getModelMatrix(); | |
51: vec3 localPos = vertex_position; | |
52: | |
53: | |
54: | |
55: | |
56: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
57: dPositionW = posW.xyz; | |
58: | |
59: vec4 screenPos; | |
60: screenPos = matrix_viewProjection * posW; | |
61: | |
62: | |
63: return screenPos; | |
64: } | |
65: | |
66: vec3 getWorldPosition() { | |
67: return dPositionW; | |
68: } | |
69: | |
70: | |
71: vec3 getNormal() { | |
72: dNormalMatrix = mat3(instance_line1.xyz, instance_line2.xyz, instance_line3.xyz); | |
73: | |
74: vec3 tempNormal = vertex_normal; | |
75: | |
76: | |
77: | |
78: return normalize(dNormalMatrix * tempNormal); | |
79: } | |
80: | |
81: | |
82: void main(void) { | |
83: gl_Position = getPosition(); | |
84: vPositionW = getWorldPosition(); | |
85: vNormalW = getNormal(); | |
86: vec2 uv0 = getUv0(); | |
87: vUv0 = uv0; | |
88: vec2 uv1 = getUv1(); | |
89: vUv1 = uv1; | |
90: | |
91: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Bar_Chair" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: attribute vec4 instance_line1; | |
31: attribute vec4 instance_line2; | |
32: attribute vec4 instance_line3; | |
33: attribute vec4 instance_line4; | |
34: | |
35: vec2 getUv0() { | |
36: return vertex_texCoord0; | |
37: } | |
38: | |
39: vec2 getUv1() { | |
40: return vertex_texCoord1; | |
41: } | |
42: #define INSTANCING | |
43: | |
44: | |
45: mat4 getModelMatrix() { | |
46: return mat4(instance_line1, instance_line2, instance_line3, instance_line4); | |
47: } | |
48: | |
49: vec4 getPosition() { | |
50: dModelMatrix = getModelMatrix(); | |
51: vec3 localPos = vertex_position; | |
52: | |
53: | |
54: | |
55: | |
56: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
57: dPositionW = posW.xyz; | |
58: | |
59: vec4 screenPos; | |
60: screenPos = matrix_viewProjection * posW; | |
61: | |
62: | |
63: return screenPos; | |
64: } | |
65: | |
66: vec3 getWorldPosition() { | |
67: return dPositionW; | |
68: } | |
69: | |
70: | |
71: vec3 getNormal() { | |
72: dNormalMatrix = mat3(instance_line1.xyz, instance_line2.xyz, instance_line3.xyz); | |
73: | |
74: vec3 tempNormal = vertex_normal; | |
75: | |
76: | |
77: | |
78: return normalize(dNormalMatrix * tempNormal); | |
79: } | |
80: | |
81: | |
82: void main(void) { | |
83: gl_Position = getPosition(); | |
84: vPositionW = getWorldPosition(); | |
85: vNormalW = getNormal(); | |
86: vec2 uv0 = getUv0(); | |
87: vUv0 = uv0; | |
88: vec2 uv1 = getUv1(); | |
89: vUv1 = uv1; | |
90: | |
91: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Flying_Chair1" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "ScifiSofa_mat1" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "New Material" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv1() { | |
30: return vertex_texCoord1; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv1 = getUv1(); | |
76: vUv1 = uv1; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Steps_Additional" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Center_table_mat" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Slot_podium_mat3" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: attribute vec4 instance_line1; | |
30: attribute vec4 instance_line2; | |
31: attribute vec4 instance_line3; | |
32: attribute vec4 instance_line4; | |
33: | |
34: vec2 getUv0() { | |
35: return vertex_texCoord0; | |
36: } | |
37: #define INSTANCING | |
38: | |
39: | |
40: mat4 getModelMatrix() { | |
41: return mat4(instance_line1, instance_line2, instance_line3, instance_line4); | |
42: } | |
43: | |
44: vec4 getPosition() { | |
45: dModelMatrix = getModelMatrix(); | |
46: vec3 localPos = vertex_position; | |
47: | |
48: | |
49: | |
50: | |
51: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
52: dPositionW = posW.xyz; | |
53: | |
54: vec4 screenPos; | |
55: screenPos = matrix_viewProjection * posW; | |
56: | |
57: | |
58: return screenPos; | |
59: } | |
60: | |
61: vec3 getWorldPosition() { | |
62: return dPositionW; | |
63: } | |
64: | |
65: | |
66: vec3 getNormal() { | |
67: dNormalMatrix = mat3(instance_line1.xyz, instance_line2.xyz, instance_line3.xyz); | |
68: | |
69: vec3 tempNormal = vertex_normal; | |
70: | |
71: | |
72: | |
73: return normalize(dNormalMatrix * tempNormal); | |
74: } | |
75: | |
76: | |
77: void main(void) { | |
78: gl_Position = getPosition(); | |
79: vPositionW = getWorldPosition(); | |
80: vNormalW = getNormal(); | |
81: vec2 uv0 = getUv0(); | |
82: vUv0 = uv0; | |
83: | |
84: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Steps_01" with flags 65541 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert2" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert4" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert2" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "New Material" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "New Material" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "New Material" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "New Material" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: | |
13: attribute vec3 vertex_position; | |
14: attribute vec3 vertex_normal; | |
15: attribute vec4 vertex_tangent; | |
16: attribute vec2 vertex_texCoord0; | |
17: attribute vec2 vertex_texCoord1; | |
18: attribute vec4 vertex_color; | |
19: | |
20: uniform mat4 matrix_viewProjection; | |
21: uniform mat4 matrix_model; | |
22: uniform mat3 matrix_normal; | |
23: | |
24: vec3 dPositionW; | |
25: mat4 dModelMatrix; | |
26: mat3 dNormalMatrix; | |
27: | |
28: | |
29: mat4 getModelMatrix() { | |
30: return matrix_model; | |
31: } | |
32: | |
33: vec4 getPosition() { | |
34: dModelMatrix = getModelMatrix(); | |
35: vec3 localPos = vertex_position; | |
36: | |
37: | |
38: | |
39: | |
40: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
41: dPositionW = posW.xyz; | |
42: | |
43: vec4 screenPos; | |
44: screenPos = matrix_viewProjection * posW; | |
45: | |
46: | |
47: return screenPos; | |
48: } | |
49: | |
50: vec3 getWorldPosition() { | |
51: return dPositionW; | |
52: } | |
53: | |
54: | |
55: vec3 getNormal() { | |
56: dNormalMatrix = matrix_normal; | |
57: | |
58: vec3 tempNormal = vertex_normal; | |
59: | |
60: | |
61: | |
62: return normalize(dNormalMatrix * tempNormal); | |
63: } | |
64: | |
65: | |
66: void main(void) { | |
67: gl_Position = getPosition(); | |
68: vPositionW = getWorldPosition(); | |
69: vNormalW = getNormal(); | |
70: | |
71: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Water Base Material" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Gift_mat" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Gift_mat" with flags 65548 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "GiftMachine_mat_1" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: attribute vec4 instance_line1; | |
30: attribute vec4 instance_line2; | |
31: attribute vec4 instance_line3; | |
32: attribute vec4 instance_line4; | |
33: | |
34: vec2 getUv0() { | |
35: return vertex_texCoord0; | |
36: } | |
37: #define INSTANCING | |
38: | |
39: | |
40: mat4 getModelMatrix() { | |
41: return mat4(instance_line1, instance_line2, instance_line3, instance_line4); | |
42: } | |
43: | |
44: vec4 getPosition() { | |
45: dModelMatrix = getModelMatrix(); | |
46: vec3 localPos = vertex_position; | |
47: | |
48: | |
49: | |
50: | |
51: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
52: dPositionW = posW.xyz; | |
53: | |
54: vec4 screenPos; | |
55: screenPos = matrix_viewProjection * posW; | |
56: | |
57: | |
58: return screenPos; | |
59: } | |
60: | |
61: vec3 getWorldPosition() { | |
62: return dPositionW; | |
63: } | |
64: | |
65: | |
66: vec3 getNormal() { | |
67: dNormalMatrix = mat3(instance_line1.xyz, instance_line2.xyz, instance_line3.xyz); | |
68: | |
69: vec3 tempNormal = vertex_normal; | |
70: | |
71: | |
72: | |
73: return normalize(dNormalMatrix * tempNormal); | |
74: } | |
75: | |
76: | |
77: void main(void) { | |
78: gl_Position = getPosition(); | |
79: vPositionW = getWorldPosition(); | |
80: vNormalW = getNormal(); | |
81: vec2 uv0 = getUv0(); | |
82: vUv0 = uv0; | |
83: | |
84: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Slot_slab_mat_1" with flags 65548 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "RailingSolid_mat" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert2" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Frame_mat_2" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Slot_SetupMat" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Slot_Platform" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "lambert1_14" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Pathway_Mat" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Fountain_Mat_01" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: attribute vec4 instance_line1; | |
30: attribute vec4 instance_line2; | |
31: attribute vec4 instance_line3; | |
32: attribute vec4 instance_line4; | |
33: | |
34: vec2 getUv0() { | |
35: return vertex_texCoord0; | |
36: } | |
37: #define INSTANCING | |
38: | |
39: | |
40: mat4 getModelMatrix() { | |
41: return mat4(instance_line1, instance_line2, instance_line3, instance_line4); | |
42: } | |
43: | |
44: vec4 getPosition() { | |
45: dModelMatrix = getModelMatrix(); | |
46: vec3 localPos = vertex_position; | |
47: | |
48: | |
49: | |
50: | |
51: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
52: dPositionW = posW.xyz; | |
53: | |
54: vec4 screenPos; | |
55: screenPos = matrix_viewProjection * posW; | |
56: | |
57: | |
58: return screenPos; | |
59: } | |
60: | |
61: vec3 getWorldPosition() { | |
62: return dPositionW; | |
63: } | |
64: | |
65: | |
66: vec3 getNormal() { | |
67: dNormalMatrix = mat3(instance_line1.xyz, instance_line2.xyz, instance_line3.xyz); | |
68: | |
69: vec3 tempNormal = vertex_normal; | |
70: | |
71: | |
72: | |
73: return normalize(dNormalMatrix * tempNormal); | |
74: } | |
75: | |
76: | |
77: void main(void) { | |
78: gl_Position = getPosition(); | |
79: vPositionW = getWorldPosition(); | |
80: vNormalW = getNormal(); | |
81: vec2 uv0 = getUv0(); | |
82: vUv0 = uv0; | |
83: | |
84: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "JoiningSeat_Mat" with flags 65549 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "DiceHoarding_mat1" with flags 131148 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv1() { | |
30: return vertex_texCoord1; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv1 = getUv1(); | |
76: vUv1 = uv1; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Dice_mat_7" with flags 131148 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Slot_platform_mat" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Ring_mat" with flags 65549 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "PodiumBridge_Mat" with flags 131148 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Lobby_Big" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "centerDomeMat_1" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Roulette_Mat_v01" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: attribute vec4 instance_line1; | |
30: attribute vec4 instance_line2; | |
31: attribute vec4 instance_line3; | |
32: attribute vec4 instance_line4; | |
33: | |
34: vec2 getUv0() { | |
35: return vertex_texCoord0; | |
36: } | |
37: #define INSTANCING | |
38: | |
39: | |
40: mat4 getModelMatrix() { | |
41: return mat4(instance_line1, instance_line2, instance_line3, instance_line4); | |
42: } | |
43: | |
44: vec4 getPosition() { | |
45: dModelMatrix = getModelMatrix(); | |
46: vec3 localPos = vertex_position; | |
47: | |
48: | |
49: | |
50: | |
51: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
52: dPositionW = posW.xyz; | |
53: | |
54: vec4 screenPos; | |
55: screenPos = matrix_viewProjection * posW; | |
56: | |
57: | |
58: return screenPos; | |
59: } | |
60: | |
61: vec3 getWorldPosition() { | |
62: return dPositionW; | |
63: } | |
64: | |
65: | |
66: vec3 getNormal() { | |
67: dNormalMatrix = mat3(instance_line1.xyz, instance_line2.xyz, instance_line3.xyz); | |
68: | |
69: vec3 tempNormal = vertex_normal; | |
70: | |
71: | |
72: | |
73: return normalize(dNormalMatrix * tempNormal); | |
74: } | |
75: | |
76: | |
77: void main(void) { | |
78: gl_Position = getPosition(); | |
79: vPositionW = getWorldPosition(); | |
80: vNormalW = getNormal(); | |
81: vec2 uv0 = getUv0(); | |
82: vUv0 = uv0; | |
83: | |
84: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "BetBoard_mat" with flags 65549 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: attribute vec4 instance_line1; | |
31: attribute vec4 instance_line2; | |
32: attribute vec4 instance_line3; | |
33: attribute vec4 instance_line4; | |
34: | |
35: vec2 getUv0() { | |
36: return vertex_texCoord0; | |
37: } | |
38: | |
39: vec2 getUv1() { | |
40: return vertex_texCoord1; | |
41: } | |
42: #define INSTANCING | |
43: | |
44: | |
45: mat4 getModelMatrix() { | |
46: return mat4(instance_line1, instance_line2, instance_line3, instance_line4); | |
47: } | |
48: | |
49: vec4 getPosition() { | |
50: dModelMatrix = getModelMatrix(); | |
51: vec3 localPos = vertex_position; | |
52: | |
53: | |
54: | |
55: | |
56: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
57: dPositionW = posW.xyz; | |
58: | |
59: vec4 screenPos; | |
60: screenPos = matrix_viewProjection * posW; | |
61: | |
62: | |
63: return screenPos; | |
64: } | |
65: | |
66: vec3 getWorldPosition() { | |
67: return dPositionW; | |
68: } | |
69: | |
70: | |
71: vec3 getNormal() { | |
72: dNormalMatrix = mat3(instance_line1.xyz, instance_line2.xyz, instance_line3.xyz); | |
73: | |
74: vec3 tempNormal = vertex_normal; | |
75: | |
76: | |
77: | |
78: return normalize(dNormalMatrix * tempNormal); | |
79: } | |
80: | |
81: | |
82: void main(void) { | |
83: gl_Position = getPosition(); | |
84: vPositionW = getWorldPosition(); | |
85: vNormalW = getNormal(); | |
86: vec2 uv0 = getUv0(); | |
87: vUv0 = uv0; | |
88: vec2 uv1 = getUv1(); | |
89: vUv1 = uv1; | |
90: | |
91: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Bet_Area_02" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Center_Podium1" with flags 131148 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Lobby_Mirror_Lamp_01" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "crystal_mat" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Lobby_Base" with flags 131148 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Lobby_Center" with flags 131149 | |
console.error @ launch.js:15193 | |
Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv1() { | |
30: return vertex_texCoord1; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv1 = getUv1(); | |
76: vUv1 = uv1; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
Error in material "Default Material" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "RailingGlass_mat" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUV0_1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: uniform vec3 texture_opacityMapTransform0; | |
34: uniform vec3 texture_opacityMapTransform1; | |
35: | |
36: | |
37: mat4 getModelMatrix() { | |
38: return matrix_model; | |
39: } | |
40: | |
41: vec4 getPosition() { | |
42: dModelMatrix = getModelMatrix(); | |
43: vec3 localPos = vertex_position; | |
44: | |
45: | |
46: | |
47: | |
48: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
49: dPositionW = posW.xyz; | |
50: | |
51: vec4 screenPos; | |
52: screenPos = matrix_viewProjection * posW; | |
53: | |
54: | |
55: return screenPos; | |
56: } | |
57: | |
58: vec3 getWorldPosition() { | |
59: return dPositionW; | |
60: } | |
61: | |
62: | |
63: vec3 getNormal() { | |
64: dNormalMatrix = matrix_normal; | |
65: | |
66: vec3 tempNormal = vertex_normal; | |
67: | |
68: | |
69: | |
70: return normalize(dNormalMatrix * tempNormal); | |
71: } | |
72: | |
73: | |
74: void main(void) { | |
75: gl_Position = getPosition(); | |
76: vPositionW = getWorldPosition(); | |
77: vNormalW = getNormal(); | |
78: vec2 uv0 = getUv0(); | |
79: vUv0 = uv0; | |
80: vUV0_1 = vec2(dot(vec3(uv0, 1), texture_opacityMapTransform0), dot(vec3(uv0, 1), texture_opacityMapTransform1)); | |
81: | |
82: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Waterfall Material" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec2 vUv0; | |
12: varying vec2 vUv1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: vec2 getUv1() { | |
34: return vertex_texCoord1; | |
35: } | |
36: | |
37: | |
38: mat4 getModelMatrix() { | |
39: return matrix_model; | |
40: } | |
41: | |
42: vec4 getPosition() { | |
43: dModelMatrix = getModelMatrix(); | |
44: vec3 localPos = vertex_position; | |
45: | |
46: | |
47: | |
48: | |
49: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
50: dPositionW = posW.xyz; | |
51: | |
52: vec4 screenPos; | |
53: screenPos = matrix_viewProjection * posW; | |
54: | |
55: | |
56: return screenPos; | |
57: } | |
58: | |
59: vec3 getWorldPosition() { | |
60: return dPositionW; | |
61: } | |
62: | |
63: | |
64: void main(void) { | |
65: gl_Position = getPosition(); | |
66: vPositionW = getWorldPosition(); | |
67: vec2 uv0 = getUv0(); | |
68: vUv0 = uv0; | |
69: vec2 uv1 = getUv1(); | |
70: vUv1 = uv1; | |
71: | |
72: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Fountain_Mat_1" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Holo_Mat" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert9" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert8" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec2 vUV0_1; | |
12: | |
13: attribute vec3 vertex_position; | |
14: attribute vec3 vertex_normal; | |
15: attribute vec4 vertex_tangent; | |
16: attribute vec2 vertex_texCoord0; | |
17: attribute vec2 vertex_texCoord1; | |
18: attribute vec4 vertex_color; | |
19: | |
20: uniform mat4 matrix_viewProjection; | |
21: uniform mat4 matrix_model; | |
22: uniform mat3 matrix_normal; | |
23: | |
24: vec3 dPositionW; | |
25: mat4 dModelMatrix; | |
26: mat3 dNormalMatrix; | |
27: | |
28: vec2 getUv0() { | |
29: return vertex_texCoord0; | |
30: } | |
31: uniform vec3 texture_emissiveMapTransform0; | |
32: uniform vec3 texture_emissiveMapTransform1; | |
33: uniform vec3 texture_opacityMapTransform0; | |
34: uniform vec3 texture_opacityMapTransform1; | |
35: | |
36: | |
37: mat4 getModelMatrix() { | |
38: return matrix_model; | |
39: } | |
40: | |
41: vec4 getPosition() { | |
42: dModelMatrix = getModelMatrix(); | |
43: vec3 localPos = vertex_position; | |
44: | |
45: | |
46: | |
47: | |
48: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
49: dPositionW = posW.xyz; | |
50: | |
51: vec4 screenPos; | |
52: screenPos = matrix_viewProjection * posW; | |
53: | |
54: | |
55: return screenPos; | |
56: } | |
57: | |
58: vec3 getWorldPosition() { | |
59: return dPositionW; | |
60: } | |
61: | |
62: | |
63: void main(void) { | |
64: gl_Position = getPosition(); | |
65: vPositionW = getWorldPosition(); | |
66: vec2 uv0 = getUv0(); | |
67: vUV0_1 = vec2(dot(vec3(uv0, 1), texture_emissiveMapTransform0), dot(vec3(uv0, 1), texture_emissiveMapTransform1)); | |
68: | |
69: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Water material Copy" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUV0_1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: uniform vec3 texture_emissiveMapTransform0; | |
33: uniform vec3 texture_emissiveMapTransform1; | |
34: uniform vec3 texture_opacityMapTransform0; | |
35: uniform vec3 texture_opacityMapTransform1; | |
36: | |
37: | |
38: mat4 getModelMatrix() { | |
39: return matrix_model; | |
40: } | |
41: | |
42: vec4 getPosition() { | |
43: dModelMatrix = getModelMatrix(); | |
44: vec3 localPos = vertex_position; | |
45: | |
46: | |
47: | |
48: | |
49: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
50: dPositionW = posW.xyz; | |
51: | |
52: vec4 screenPos; | |
53: screenPos = matrix_viewProjection * posW; | |
54: | |
55: | |
56: return screenPos; | |
57: } | |
58: | |
59: vec3 getWorldPosition() { | |
60: return dPositionW; | |
61: } | |
62: | |
63: | |
64: vec3 getNormal() { | |
65: dNormalMatrix = matrix_normal; | |
66: | |
67: vec3 tempNormal = vertex_normal; | |
68: | |
69: | |
70: | |
71: return normalize(dNormalMatrix * tempNormal); | |
72: } | |
73: | |
74: | |
75: void main(void) { | |
76: gl_Position = getPosition(); | |
77: vPositionW = getWorldPosition(); | |
78: vNormalW = getNormal(); | |
79: vec2 uv0 = getUv0(); | |
80: vUV0_1 = vec2(dot(vec3(uv0, 1), texture_emissiveMapTransform0), dot(vec3(uv0, 1), texture_emissiveMapTransform1)); | |
81: | |
82: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Water material Reverse Copy" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert2" with flags 65548 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert1_24" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Transparency1" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert3" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert4" with flags 131148 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: | |
13: attribute vec3 vertex_position; | |
14: attribute vec3 vertex_normal; | |
15: attribute vec4 vertex_tangent; | |
16: attribute vec2 vertex_texCoord0; | |
17: attribute vec2 vertex_texCoord1; | |
18: attribute vec4 vertex_color; | |
19: | |
20: uniform mat4 matrix_viewProjection; | |
21: uniform mat4 matrix_model; | |
22: uniform mat3 matrix_normal; | |
23: | |
24: vec3 dPositionW; | |
25: mat4 dModelMatrix; | |
26: mat3 dNormalMatrix; | |
27: | |
28: | |
29: mat4 getModelMatrix() { | |
30: return matrix_model; | |
31: } | |
32: | |
33: vec4 getPosition() { | |
34: dModelMatrix = getModelMatrix(); | |
35: vec3 localPos = vertex_position; | |
36: | |
37: | |
38: | |
39: | |
40: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
41: dPositionW = posW.xyz; | |
42: | |
43: vec4 screenPos; | |
44: screenPos = matrix_viewProjection * posW; | |
45: | |
46: | |
47: return screenPos; | |
48: } | |
49: | |
50: vec3 getWorldPosition() { | |
51: return dPositionW; | |
52: } | |
53: | |
54: | |
55: vec3 getNormal() { | |
56: dNormalMatrix = matrix_normal; | |
57: | |
58: vec3 tempNormal = vertex_normal; | |
59: | |
60: | |
61: | |
62: return normalize(dNormalMatrix * tempNormal); | |
63: } | |
64: | |
65: | |
66: void main(void) { | |
67: gl_Position = getPosition(); | |
68: vPositionW = getWorldPosition(); | |
69: vNormalW = getNormal(); | |
70: | |
71: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "New Material" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert15" with flags 65540 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert14" with flags 65540 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec2 vUv0; | |
12: | |
13: attribute vec3 vertex_position; | |
14: attribute vec3 vertex_normal; | |
15: attribute vec4 vertex_tangent; | |
16: attribute vec2 vertex_texCoord0; | |
17: attribute vec2 vertex_texCoord1; | |
18: attribute vec4 vertex_color; | |
19: | |
20: uniform mat4 matrix_viewProjection; | |
21: uniform mat4 matrix_model; | |
22: uniform mat3 matrix_normal; | |
23: | |
24: vec3 dPositionW; | |
25: mat4 dModelMatrix; | |
26: mat3 dNormalMatrix; | |
27: | |
28: vec2 getUv0() { | |
29: return vertex_texCoord0; | |
30: } | |
31: | |
32: | |
33: mat4 getModelMatrix() { | |
34: return matrix_model; | |
35: } | |
36: | |
37: vec4 getPosition() { | |
38: dModelMatrix = getModelMatrix(); | |
39: vec3 localPos = vertex_position; | |
40: | |
41: | |
42: | |
43: | |
44: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
45: dPositionW = posW.xyz; | |
46: | |
47: vec4 screenPos; | |
48: screenPos = matrix_viewProjection * posW; | |
49: | |
50: | |
51: return screenPos; | |
52: } | |
53: | |
54: vec3 getWorldPosition() { | |
55: return dPositionW; | |
56: } | |
57: | |
58: | |
59: void main(void) { | |
60: gl_Position = getPosition(); | |
61: vPositionW = getWorldPosition(); | |
62: vec2 uv0 = getUv0(); | |
63: vUv0 = uv0; | |
64: | |
65: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "locator-rings-3" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Screen_01" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert3" with flags 65548 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Roulette_Mat_v02" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "New Material" with flags 65548 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUV0_1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: uniform vec3 texture_emissiveMapTransform0; | |
33: uniform vec3 texture_emissiveMapTransform1; | |
34: uniform vec3 texture_opacityMapTransform0; | |
35: uniform vec3 texture_opacityMapTransform1; | |
36: | |
37: | |
38: mat4 getModelMatrix() { | |
39: return matrix_model; | |
40: } | |
41: | |
42: vec4 getPosition() { | |
43: dModelMatrix = getModelMatrix(); | |
44: vec3 localPos = vertex_position; | |
45: | |
46: | |
47: | |
48: | |
49: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
50: dPositionW = posW.xyz; | |
51: | |
52: vec4 screenPos; | |
53: screenPos = matrix_viewProjection * posW; | |
54: | |
55: | |
56: return screenPos; | |
57: } | |
58: | |
59: vec3 getWorldPosition() { | |
60: return dPositionW; | |
61: } | |
62: | |
63: | |
64: vec3 getNormal() { | |
65: dNormalMatrix = matrix_normal; | |
66: | |
67: vec3 tempNormal = vertex_normal; | |
68: | |
69: | |
70: | |
71: return normalize(dNormalMatrix * tempNormal); | |
72: } | |
73: | |
74: | |
75: void main(void) { | |
76: gl_Position = getPosition(); | |
77: vPositionW = getWorldPosition(); | |
78: vNormalW = getNormal(); | |
79: vec2 uv0 = getUv0(); | |
80: vUV0_1 = vec2(dot(vec3(uv0, 1), texture_emissiveMapTransform0), dot(vec3(uv0, 1), texture_emissiveMapTransform1)); | |
81: | |
82: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Water material" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUV0_1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: uniform vec3 texture_emissiveMapTransform0; | |
33: uniform vec3 texture_emissiveMapTransform1; | |
34: uniform vec3 texture_opacityMapTransform0; | |
35: uniform vec3 texture_opacityMapTransform1; | |
36: | |
37: | |
38: mat4 getModelMatrix() { | |
39: return matrix_model; | |
40: } | |
41: | |
42: vec4 getPosition() { | |
43: dModelMatrix = getModelMatrix(); | |
44: vec3 localPos = vertex_position; | |
45: | |
46: | |
47: | |
48: | |
49: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
50: dPositionW = posW.xyz; | |
51: | |
52: vec4 screenPos; | |
53: screenPos = matrix_viewProjection * posW; | |
54: | |
55: | |
56: return screenPos; | |
57: } | |
58: | |
59: vec3 getWorldPosition() { | |
60: return dPositionW; | |
61: } | |
62: | |
63: | |
64: vec3 getNormal() { | |
65: dNormalMatrix = matrix_normal; | |
66: | |
67: vec3 tempNormal = vertex_normal; | |
68: | |
69: | |
70: | |
71: return normalize(dNormalMatrix * tempNormal); | |
72: } | |
73: | |
74: | |
75: void main(void) { | |
76: gl_Position = getPosition(); | |
77: vPositionW = getWorldPosition(); | |
78: vNormalW = getNormal(); | |
79: vec2 uv0 = getUv0(); | |
80: vUV0_1 = vec2(dot(vec3(uv0, 1), texture_emissiveMapTransform0), dot(vec3(uv0, 1), texture_emissiveMapTransform1)); | |
81: | |
82: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Water material Reverse" with flags 65549 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv0 = getUv0(); | |
76: vUv0 = uv0; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Holo_Mat" with flags 65548 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv1; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv1() { | |
30: return vertex_texCoord1; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: vec3 getNormal() { | |
61: dNormalMatrix = matrix_normal; | |
62: | |
63: vec3 tempNormal = vertex_normal; | |
64: | |
65: | |
66: | |
67: return normalize(dNormalMatrix * tempNormal); | |
68: } | |
69: | |
70: | |
71: void main(void) { | |
72: gl_Position = getPosition(); | |
73: vPositionW = getWorldPosition(); | |
74: vNormalW = getNormal(); | |
75: vec2 uv1 = getUv1(); | |
76: vUv1 = uv1; | |
77: | |
78: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "lambert4" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: | |
13: attribute vec3 vertex_position; | |
14: attribute vec3 vertex_normal; | |
15: attribute vec4 vertex_tangent; | |
16: attribute vec2 vertex_texCoord0; | |
17: attribute vec2 vertex_texCoord1; | |
18: attribute vec4 vertex_color; | |
19: | |
20: uniform mat4 matrix_viewProjection; | |
21: uniform mat4 matrix_model; | |
22: uniform mat3 matrix_normal; | |
23: | |
24: vec3 dPositionW; | |
25: mat4 dModelMatrix; | |
26: mat3 dNormalMatrix; | |
27: | |
28: | |
29: mat4 getModelMatrix() { | |
30: return matrix_model; | |
31: } | |
32: | |
33: vec4 getPosition() { | |
34: dModelMatrix = getModelMatrix(); | |
35: vec3 localPos = vertex_position; | |
36: | |
37: | |
38: | |
39: | |
40: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
41: dPositionW = posW.xyz; | |
42: | |
43: vec4 screenPos; | |
44: screenPos = matrix_viewProjection * posW; | |
45: | |
46: | |
47: return screenPos; | |
48: } | |
49: | |
50: vec3 getWorldPosition() { | |
51: return dPositionW; | |
52: } | |
53: | |
54: | |
55: vec3 getNormal() { | |
56: dNormalMatrix = matrix_normal; | |
57: | |
58: vec3 tempNormal = vertex_normal; | |
59: | |
60: | |
61: | |
62: return normalize(dNormalMatrix * tempNormal); | |
63: } | |
64: | |
65: | |
66: void main(void) { | |
67: gl_Position = getPosition(); | |
68: vPositionW = getWorldPosition(); | |
69: vNormalW = getNormal(); | |
70: | |
71: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Hologram" with flags 65548 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Railling_mat_2" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUv1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: | |
34: vec2 getUv1() { | |
35: return vertex_texCoord1; | |
36: } | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: dPositionW = posW.xyz; | |
52: | |
53: vec4 screenPos; | |
54: screenPos = matrix_viewProjection * posW; | |
55: | |
56: | |
57: return screenPos; | |
58: } | |
59: | |
60: vec3 getWorldPosition() { | |
61: return dPositionW; | |
62: } | |
63: | |
64: | |
65: vec3 getNormal() { | |
66: dNormalMatrix = matrix_normal; | |
67: | |
68: vec3 tempNormal = vertex_normal; | |
69: | |
70: | |
71: | |
72: return normalize(dNormalMatrix * tempNormal); | |
73: } | |
74: | |
75: | |
76: void main(void) { | |
77: gl_Position = getPosition(); | |
78: vPositionW = getWorldPosition(); | |
79: vNormalW = getNormal(); | |
80: vec2 uv0 = getUv0(); | |
81: vUv0 = uv0; | |
82: vec2 uv1 = getUv1(); | |
83: vUv1 = uv1; | |
84: | |
85: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Loby_mat" with flags 131149 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec2 vUv0; | |
12: | |
13: attribute vec3 vertex_position; | |
14: attribute vec3 vertex_normal; | |
15: attribute vec4 vertex_tangent; | |
16: attribute vec2 vertex_texCoord0; | |
17: attribute vec2 vertex_texCoord1; | |
18: attribute vec4 vertex_color; | |
19: | |
20: uniform mat4 matrix_viewProjection; | |
21: uniform mat4 matrix_model; | |
22: uniform mat3 matrix_normal; | |
23: | |
24: vec3 dPositionW; | |
25: mat4 dModelMatrix; | |
26: mat3 dNormalMatrix; | |
27: | |
28: vec2 getUv0() { | |
29: return vertex_texCoord0; | |
30: } | |
31: | |
32: | |
33: mat4 getModelMatrix() { | |
34: return matrix_model; | |
35: } | |
36: | |
37: vec4 getPosition() { | |
38: dModelMatrix = getModelMatrix(); | |
39: vec3 localPos = vertex_position; | |
40: | |
41: | |
42: | |
43: | |
44: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
45: dPositionW = posW.xyz; | |
46: | |
47: vec4 screenPos; | |
48: screenPos = matrix_viewProjection * posW; | |
49: | |
50: | |
51: return screenPos; | |
52: } | |
53: | |
54: vec3 getWorldPosition() { | |
55: return dPositionW; | |
56: } | |
57: | |
58: | |
59: void main(void) { | |
60: gl_Position = getPosition(); | |
61: vPositionW = getWorldPosition(); | |
62: vec2 uv0 = getUv0(); | |
63: vUv0 = uv0; | |
64: | |
65: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "defaultImageMaterial" with flags 65541 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec4 vVertexColor; | |
11: varying vec3 vPositionW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: | |
33: | |
34: mat4 getModelMatrix() { | |
35: return matrix_model; | |
36: } | |
37: | |
38: vec4 getPosition() { | |
39: dModelMatrix = getModelMatrix(); | |
40: vec3 localPos = vertex_position; | |
41: | |
42: | |
43: | |
44: | |
45: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
46: dPositionW = posW.xyz; | |
47: | |
48: vec4 screenPos; | |
49: screenPos = matrix_viewProjection * posW; | |
50: | |
51: | |
52: return screenPos; | |
53: } | |
54: | |
55: vec3 getWorldPosition() { | |
56: return dPositionW; | |
57: } | |
58: | |
59: | |
60: void main(void) { | |
61: gl_Position = getPosition(); | |
62: vPositionW = getWorldPosition(); | |
63: vec2 uv0 = getUv0(); | |
64: vUv0 = uv0; | |
65: vVertexColor = vertex_color; | |
66: | |
67: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "defaultTextMaterial" with flags 65557 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec2 vUv0; | |
12: | |
13: attribute vec3 vertex_position; | |
14: attribute vec3 vertex_normal; | |
15: attribute vec4 vertex_tangent; | |
16: attribute vec2 vertex_texCoord0; | |
17: attribute vec2 vertex_texCoord1; | |
18: attribute vec4 vertex_color; | |
19: | |
20: uniform mat4 matrix_viewProjection; | |
21: uniform mat4 matrix_model; | |
22: uniform mat3 matrix_normal; | |
23: | |
24: vec3 dPositionW; | |
25: mat4 dModelMatrix; | |
26: mat3 dNormalMatrix; | |
27: | |
28: vec2 getUv0() { | |
29: return vertex_texCoord0; | |
30: } | |
31: #define SCREENSPACE | |
32: | |
33: | |
34: uniform float projectionFlipY; | |
35: | |
36: | |
37: | |
38: | |
39: mat4 getModelMatrix() { | |
40: return matrix_model; | |
41: } | |
42: | |
43: vec4 getPosition() { | |
44: dModelMatrix = getModelMatrix(); | |
45: vec3 localPos = vertex_position; | |
46: | |
47: | |
48: | |
49: | |
50: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
51: posW.zw = vec2(0.0, 1.0); | |
52: dPositionW = posW.xyz; | |
53: | |
54: vec4 screenPos; | |
55: screenPos = posW; | |
56: screenPos.y *= projectionFlipY; | |
57: | |
58: | |
59: return screenPos; | |
60: } | |
61: | |
62: vec3 getWorldPosition() { | |
63: return dPositionW; | |
64: } | |
65: | |
66: | |
67: void main(void) { | |
68: gl_Position = getPosition(); | |
69: vPositionW = getWorldPosition(); | |
70: vec2 uv0 = getUv0(); | |
71: vUv0 = uv0; | |
72: | |
73: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "defaultScreenSpaceImageMaterial" with flags 65797 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec4 vVertexColor; | |
11: varying vec3 vPositionW; | |
12: varying vec2 vUv0; | |
13: | |
14: attribute vec3 vertex_position; | |
15: attribute vec3 vertex_normal; | |
16: attribute vec4 vertex_tangent; | |
17: attribute vec2 vertex_texCoord0; | |
18: attribute vec2 vertex_texCoord1; | |
19: attribute vec4 vertex_color; | |
20: | |
21: uniform mat4 matrix_viewProjection; | |
22: uniform mat4 matrix_model; | |
23: uniform mat3 matrix_normal; | |
24: | |
25: vec3 dPositionW; | |
26: mat4 dModelMatrix; | |
27: mat3 dNormalMatrix; | |
28: | |
29: vec2 getUv0() { | |
30: return vertex_texCoord0; | |
31: } | |
32: #define SCREENSPACE | |
33: | |
34: | |
35: uniform float projectionFlipY; | |
36: | |
37: | |
38: | |
39: | |
40: mat4 getModelMatrix() { | |
41: return matrix_model; | |
42: } | |
43: | |
44: vec4 getPosition() { | |
45: dModelMatrix = getModelMatrix(); | |
46: vec3 localPos = vertex_position; | |
47: | |
48: | |
49: | |
50: | |
51: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
52: posW.zw = vec2(0.0, 1.0); | |
53: dPositionW = posW.xyz; | |
54: | |
55: vec4 screenPos; | |
56: screenPos = posW; | |
57: screenPos.y *= projectionFlipY; | |
58: | |
59: | |
60: return screenPos; | |
61: } | |
62: | |
63: vec3 getWorldPosition() { | |
64: return dPositionW; | |
65: } | |
66: | |
67: | |
68: void main(void) { | |
69: gl_Position = getPosition(); | |
70: vPositionW = getWorldPosition(); | |
71: vec2 uv0 = getUv0(); | |
72: vUv0 = uv0; | |
73: vVertexColor = vertex_color; | |
74: | |
75: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "defaultScreenSpaceTextMaterial" with flags 65813 | |
console.error @ launch.js:15193 | |
launch.js:15193 Failed to compile vertex shader: | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUV0_1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: uniform vec3 texture_opacityMapTransform0; | |
34: uniform vec3 texture_opacityMapTransform1; | |
35: | |
36: | |
37: mat4 getModelMatrix() { | |
38: return matrix_model; | |
39: } | |
40: | |
41: vec4 getPosition() { | |
42: dModelMatrix = getModelMatrix(); | |
43: vec3 localPos = vertex_position; | |
44: | |
45: | |
46: | |
47: | |
48: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
49: dPositionW = posW.xyz; | |
50: | |
51: vec4 screenPos; | |
52: screenPos = matrix_viewProjection * posW; | |
53: | |
54: | |
55: return screenPos; | |
56: } | |
57: | |
58: vec3 getWorldPosition() { | |
59: return dPositionW; | |
60: } | |
61: | |
62: | |
63: vec3 getNormal() { | |
64: dNormalMatrix = matrix_normal; | |
65: | |
66: vec3 tempNormal = vertex_normal; | |
67: | |
68: | |
69: | |
70: return normalize(dNormalMatrix * tempNormal); | |
71: } | |
72: | |
73: | |
74: void main(void) { | |
75: gl_Position = getPosition(); | |
76: vPositionW = getWorldPosition(); | |
77: vNormalW = getNormal(); | |
78: vec2 uv0 = getUv0(); | |
79: vUv0 = uv0; | |
80: vUV0_1 = vec2(dot(vec3(uv0, 1), texture_opacityMapTransform0), dot(vec3(uv0, 1), texture_opacityMapTransform1)); | |
81: | |
82: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Waterfall Material" with flags 65549 | |
console.error @ launch.js:15193 | |
1356953:1 WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost | |
launch.js:15193 Failed to compile vertex shader: | |
null | |
1: #version 300 es | |
2: | |
3: | |
4: | |
5: #define attribute in | |
6: #define varying out | |
7: #define texture2D texture | |
8: #define GL2 | |
9: #define VERTEXSHADER | |
10: varying vec3 vPositionW; | |
11: varying vec3 vNormalW; | |
12: varying vec2 vUv0; | |
13: varying vec2 vUV0_1; | |
14: | |
15: attribute vec3 vertex_position; | |
16: attribute vec3 vertex_normal; | |
17: attribute vec4 vertex_tangent; | |
18: attribute vec2 vertex_texCoord0; | |
19: attribute vec2 vertex_texCoord1; | |
20: attribute vec4 vertex_color; | |
21: | |
22: uniform mat4 matrix_viewProjection; | |
23: uniform mat4 matrix_model; | |
24: uniform mat3 matrix_normal; | |
25: | |
26: vec3 dPositionW; | |
27: mat4 dModelMatrix; | |
28: mat3 dNormalMatrix; | |
29: | |
30: vec2 getUv0() { | |
31: return vertex_texCoord0; | |
32: } | |
33: uniform vec3 texture_opacityMapTransform0; | |
34: uniform vec3 texture_opacityMapTransform1; | |
35: | |
36: | |
37: mat4 getModelMatrix() { | |
38: return matrix_model; | |
39: } | |
40: | |
41: vec4 getPosition() { | |
42: dModelMatrix = getModelMatrix(); | |
43: vec3 localPos = vertex_position; | |
44: | |
45: | |
46: | |
47: | |
48: vec4 posW = dModelMatrix * vec4(localPos, 1.0); | |
49: dPositionW = posW.xyz; | |
50: | |
51: vec4 screenPos; | |
52: screenPos = matrix_viewProjection * posW; | |
53: | |
54: | |
55: return screenPos; | |
56: } | |
57: | |
58: vec3 getWorldPosition() { | |
59: return dPositionW; | |
60: } | |
61: | |
62: | |
63: vec3 getNormal() { | |
64: dNormalMatrix = matrix_normal; | |
65: | |
66: vec3 tempNormal = vertex_normal; | |
67: | |
68: | |
69: | |
70: return normalize(dNormalMatrix * tempNormal); | |
71: } | |
72: | |
73: | |
74: void main(void) { | |
75: gl_Position = getPosition(); | |
76: vPositionW = getWorldPosition(); | |
77: vNormalW = getNormal(); | |
78: vec2 uv0 = getUv0(); | |
79: vUv0 = uv0; | |
80: vUV0_1 = vec2(dot(vec3(uv0, 1), texture_opacityMapTransform0), dot(vec3(uv0, 1), texture_opacityMapTransform1)); | |
81: | |
82: } | |
Object | |
console.error @ launch.js:15193 | |
launch.js:15193 Error in material "Waterfall Material" with flags 65549 | |
console.error @ launch.js:15193 | |
debug.js:98 pc.GraphicsDevice: WebGL context lost. | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: NameServer: Connected | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: State: ConnectingToNameServer -> ConnectedToNameServer | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: NameServer: Authenticate... | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: NameServer: Authenticated | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: NameServer: Setting userId sent by server: 45be0fd4-b6d1-4f99-aae4-7fac4c1d10e7 | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: NameServer: Connecting to Master server wss://5C41DFF7F36BC37011BD8F000BF90B38.exitgames.com:19090 ... | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: State: ConnectedToNameServer -> ConnectingToMasterserver | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: Connecting to Master wss://5C41DFF7F36BC37011BD8F000BF90B38.exitgames.com:19090 | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: NameServer: Disconnected | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: Master: Connected | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: Master: Authenticate with secret... | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: Master: Authenticated | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: State: ConnectingToMasterserver -> ConnectedToMaster | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: Master: Join Lobby undefined undefined ... | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: Master: Joined to Lobby | |
Photon-Javascript_SDK.js?id=75721317&branchId=85c547c0-ca46-4db1-bd8e-7109e52f88d3:201 Demo: State: ConnectedToMaster -> JoinedLobby | |
manager.js:266 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page. https://goo.gl/7K7WLu | |
_resumeContext @ manager.js:266 | |
manager.js:266 The AudioContext was not allowed to start. It must be resumed (or created) after a user gesture on the page. https://goo.gl/7K7WLu | |
_resumeContext @ manager.js:266 |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment