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Non07

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A member registered Nov 01, 2023 · View creator page →

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i always get this error everytime i try to go to freeplay
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Error

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[openfl.display.Shader] ERROR: Error compiling fragment shader

Fragment shader failed to compile with the following errors:

ERROR: 0:65: error(#132) Syntax error: "sample" parse error

ERROR: error(#273) 1 compilation errors.  No code generated

#version 100

      

#ifdef GL_ES

#ifdef GL_FRAGMENT_PRECISION_HIGH

precision highp float;

#else

precision mediump float;

#endif

#endif

        varying float openfl_Alphav;

varying vec4 openfl_ColorMultiplierv;

varying vec4 openfl_ColorOffsetv;

varying vec2 openfl_TextureCoordv;

uniform bool openfl_HasColorTransform;

uniform vec2 openfl_TextureSize;

uniform sampler2D bitmap;

uniform bool hasTransform;

uniform bool hasColorTransform;

vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)

{

vec4 color = texture2D(bitmap, coord);

if (!hasTransform)

{

return color;

}

if (color.a == 0.0)

{

return vec4(0.0, 0.0, 0.0, 0.0);

}

if (!hasColorTransform)

{

return color * openfl_Alphav;

}

color = vec4(color.rgb / color.a, color.a);

mat4 colorMultiplier = mat4(0);

colorMultiplier[0][0] = openfl_ColorMultiplierv.x;

colorMultiplier[1][1] = openfl_ColorMultiplierv.y;

colorMultiplier[2][2] = openfl_ColorMultiplierv.z;

colorMultiplier[3][3] = openfl_ColorMultiplierv.w;

color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);

if (color.a > 0.0)

{

return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);

}

return vec4(0.0, 0.0, 0.0, 0.0);

}

        uniform vec2 size;

        uniform vec4 color;

        void main()

        {

            vec4 sample = flixel_texture2D(bitmap, openfl_TextureCoordv);

            if (sample.a == 0.) {

                float w = size.x / openfl_TextureSize.x;

                float h = size.y / openfl_TextureSize.y;

                if (flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x + w, openfl_TextureCoordv.y)).a != 0.

                || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0.

                || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0.

                || flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)

                    sample = color;

            }

            gl_FragColor = sample;

        }

    

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OK   

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