Hi There!
I’m using an adapted Shadertoy GLSL and I keep getting what seems to be a straightforward compilation error:
ERROR: /container2/project1/glsl2_pixel:10: ‘’ : syntax error, unexpected FLOATCONSTANT, expecting COMMA or SEMICOLON
I’ve tried putting the code into a new node and messing with the syntax and overall code a little, even the math:
const float F3 = 1.0 / 3.0;
const float G3 = 1.0 / 6.0;
No luck. Thoughts?
Code below
uniform vec3 iResolution;
uniform float iTime;
const vec3 inkColor = vec3(0.01, 0.01, 0.1);
const vec3 paperColor = vec3(1.0, 0.98, 0.94);
const float speed = 0.0075;
const float shadeContrast = 0.55;
const float F3 = 0.3333333;
const float G3 = 0.1666667;
vec3 random3(vec3 c) {
float j = 4096.0 * sin(dot(c, vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0 * j);
j *= 0.125;
r.x = fract(512.0 * j);
j *= 0.125;
r.y = fract(512.0 * j);
return r - 0.5;
}
// ... (rest of the shader code)
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = 1.0 - fragCoord/iResolution.xy;
vec2 coord = 1.0 - uv * 2.0;
uv.x = 1.0 - abs(1.0 - uv.x * 2.0);
vec3 p = vec3(uv, iTime * speed);
float blot = fbm(p * 3.0 + 8.0);
float shade = fbm(p * 2.0 + 16.0);
blot = (blot + (sqrt(uv.x) - abs(0.5 - uv.y)));
blot = smoothstep(0.65, 0.71, blot) * max(1.0 - shade * shadeContrast, 0.0);
fragColor = vec4(mix(paperColor, inkColor, blot), 1.0);
fragColor.rgb *= 1.0 - pow(max(length(coord) - 0.5, 0.0), 5.0);
}
void main()
{
vec2 fragCoord = iResolution.xy * (gl_FragCoord.xy / iResolution.xy);
vec4 fragColor;
mainImage(fragColor, fragCoord);
gl_FragColor = fragColor;
}