#version 320 es #define FORCE_EARLY_Z layout(early_fragment_tests) in #define ATTRIBUTE_LOCATION(x) #define FRAGMENT_OUTPUT_LOCATION(x) #define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) #define UBO_BINDING(packing, x) layout(packing, binding = x) #define SAMPLER_BINDING(x) layout(binding = x) #define SSBO_BINDING(x) layout(binding = x) #define VARYING_LOCATION(x) #extension GL_ANDROID_extension_pack_es31a : enable #extension GL_EXT_shader_framebuffer_fetch: enable #define FB_FETCH_VALUE real_ocol0 #define FRAGMENT_INOUT inout precision highp float; precision highp int; precision highp sampler2DArray; precision highp usamplerBuffer; precision highp sampler2DMS; precision highp image2DArray; #define float2 vec2 #define float3 vec3 #define float4 vec4 #define uint2 uvec2 #define uint3 uvec3 #define uint4 uvec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define frac fract #define lerp mix SAMPLER_BINDING(9) uniform sampler2DArray samp9; uniform float3 filter_coefficients; uniform float gamma_rcp; uniform float2 clamp_tb; uniform float pixel_height; float4 SampleEFB(float3 uv, float y_offset) { return texture(samp9, float3(uv.x, clamp(uv.y - (y_offset * pixel_height), clamp_tb.x, clamp_tb.y), uv.z)); } #define uv0 f_uv0 in vec3 uv0; out vec4 ocol0; void main(){ float4 prev_row = SampleEFB(uv0, -1.0f); float4 current_row = SampleEFB(uv0, 0.0f); float4 next_row = SampleEFB(uv0, 1.0f); float4 texcol = float4(prev_row.rgb * filter_coefficients[0] + current_row.rgb * filter_coefficients[1] + next_row.rgb * filter_coefficients[2], current_row.a); ocol0 = float4(pow(texcol.rgb, gamma_rcp.xxx), texcol.a); } ERROR: 0:63: 'xxx' : field selection requires structure, vector, or matrix on left hand side ERROR: 0:63: 'pow' : no matching overloaded function found ERROR: 0:63: 'constructor' : not enough data provided for construction ERROR: 3 compilation errors. No code generated.