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20.0 8.0 4.0 30.87 MB

Simple clone of RPG maker using LibGdx

Home Page: http://macbury.ninja/2014/10/forge-devlog-1

License: MIT License

GLSL 2.91% Java 95.67% Ruby 1.42%
libgdx rpg-maker java

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forge's Issues

Shader issue when starting up game

Hi there, this could really help me with my game but it doesnt run at the moment with the following issue

ShaderError: Error while compiling shader:
ShaderError: ERROR: 0:28: 'f' : syntax error: syntax error

ShaderError: Fragment SRC ===
ShaderError: 1 | #ifdef GL_ES
ShaderError: 2 | #define LOWP lowp
ShaderError: 3 | #define MED mediump
ShaderError: 4 | #define HIGH highp
ShaderError: 5 | precision mediump float;
ShaderError: 6 | #else
ShaderError: 7 | #define MED
ShaderError: 8 | #define LOWP
ShaderError: 9 | #define HIGH
ShaderError: 10 | #endif
ShaderError: 11 | // Uniform: macbury.forge.shaders.uniforms.UniformDiffuseTerrainTexture
ShaderError: 12 | uniform sampler2D u_diffuseTexture;
ShaderError: 13 | // Uniform: macbury.forge.shaders.uniforms.UniformProjectionMatrix
ShaderError: 14 | uniform mat4 u_projectionMatrix;
ShaderError: 15 | // Uniform: macbury.forge.shaders.uniforms.UniformWorldTransform
ShaderError: 16 | uniform mat4 u_worldTransform;
ShaderError: 17 | // Uniform: macbury.forge.shaders.uniforms.UniformNormals
ShaderError: 18 | uniform mat3 u_normalMatrix;
ShaderError: 19 | varying vec3 v_normal;
ShaderError: 20 | varying vec2 v_textCoord;
ShaderError: 21 | varying vec2 v_uvStart;
ShaderError: 22 | varying vec2 v_uvMul;
ShaderError: 23 |
ShaderError: 24 | void main() {
ShaderError: 25 | vec2 tilingTextCord = (fract(v_textCoord) * v_uvMul) + v_uvStart;
ShaderError: 26 | vec4 texture = texture2D(u_diffuseTexture, tilingTextCord);
ShaderError: 27 |
ShaderError: 28 | if (texture.a <= 0.0f) {
ShaderError: 29 | discard;
ShaderError: 30 | }
ShaderError: 31 |
ShaderError: 32 | gl_FragColor = texture;
ShaderError: 33 | }
ShaderError: Vertex SRC ===
ShaderError: 1 | #ifdef GL_ES
ShaderError: 2 | #define LOWP lowp
ShaderError: 3 | #define MED mediump
ShaderError: 4 | #define HIGH highp
ShaderError: 5 | precision mediump float;
ShaderError: 6 | #else
ShaderError: 7 | #define MED
ShaderError: 8 | #define LOWP
ShaderError: 9 | #define HIGH
ShaderError: 10 | #endif
ShaderError: 11 | // Uniform: macbury.forge.shaders.uniforms.UniformDiffuseTerrainTexture
ShaderError: 12 | uniform sampler2D u_diffuseTexture;
ShaderError: 13 | // Uniform: macbury.forge.shaders.uniforms.UniformProjectionMatrix
ShaderError: 14 | uniform mat4 u_projectionMatrix;
ShaderError: 15 | // Uniform: macbury.forge.shaders.uniforms.UniformWorldTransform
ShaderError: 16 | uniform mat4 u_worldTransform;
ShaderError: 17 | // Uniform: macbury.forge.shaders.uniforms.UniformNormals
ShaderError: 18 | uniform mat3 u_normalMatrix;
ShaderError: 19 | attribute vec3 a_normal;
ShaderError: 20 | attribute vec4 a_position;
ShaderError: 21 | attribute vec4 a_material;
ShaderError: 22 | attribute vec2 a_texCoord0;
ShaderError: 23 | attribute vec4 a_textureFullCoords;
ShaderError: 24 |
ShaderError: 25 | varying vec2 v_textCoord;
ShaderError: 26 | varying vec3 v_normal;
ShaderError: 27 |
ShaderError: 28 | varying vec2 v_uvStart;
ShaderError: 29 | varying vec2 v_uvMul;
ShaderError: 30 |
ShaderError: 31 | void main() {
ShaderError: 32 | v_uvStart = a_textureFullCoords.xy;
ShaderError: 33 | v_uvMul = a_textureFullCoords.zw - v_uvStart;
ShaderError: 34 |
ShaderError: 35 | v_normal = normalize(u_normalMatrix * a_normal);
ShaderError: 36 | v_textCoord = a_texCoord0;
ShaderError: 37 | vec4 v_position = u_worldTransform * a_position;
ShaderError: 38 |
ShaderError: 39 | gl_Position = u_projectionMatrix * v_position;
ShaderError: 40 | }

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