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Question by
dsilvavini · Apr 30, 2013 at 03:25 PM ·
shadercompile
Why this shader compilation results in parse error?
I'm trying to write a shader to simulate the old film effect. My problem is whatever I write results in the same compilation error: "GLSL vertex shader: X: ERROR: '(' : syntax error parse error at line 11". I have commented the major part of the code to ensure a minimal shader to compile, but the error persists.
Shader "Custom/OldFilm"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_img v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
// float2 ImageSize;
// float2 TexelSize;
// float4 Colour;
// sampler2D _MainTex;
//
// float SepiaValue;
// float NoiseValue;
// float ScratchValue;
// float InnerVignetting;
// float OuterVignetting;
// float RandomValue;
// float TimeLapse;
//
// float3 Overlay (float3 src, float3 dst)
// {
// // if (dst <= delta) then: 2 * src * dst
// // if (dst > delta) then: 1 - 2 * (1 - dst) * (1 - src)
// return float3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)),
// (dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)),
// (dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));
// }
//
// /// <summary>
// /// 2D Noise by Ian McEwan, Ashima Arts.
// /// <summary>
// float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
// float2 mod289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
// float3 permute(float3 x) { return mod289(((x*34.0)+1.0)*x); }
//
// float snoise (float2 v)
// {
// const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
// 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
// -0.577350269189626, // -1.0 + 2.0 * C.x
// 0.024390243902439); // 1.0 / 41.0
//
// // First corner
// float2 i = floor(v + dot(v, C.yy) );
// float2 x0 = v - i + dot(i, C.xx);
//
// // Other corners
// float2 i1;
// i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
// float4 x12 = x0.xyxy + C.xxzz;
// x12.xy -= i1;
//
// // Permutations
// i = mod289(i); // Avoid truncation effects in permutation
// float3 p = permute( permute( i.y + float3(0.0, i1.y, 1.0 ))
// + i.x + float3(0.0, i1.x, 1.0 ));
//
// float3 m = max(0.5 - float3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
// m = m*m ;
// m = m*m ;
//
// // Gradients: 41 points uniformly over a line, mapped onto a diamond.
// // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
//
// float3 x = 2.0 * frac(p * C.www) - 1.0;
// float3 h = abs(x) - 0.5;
// float3 ox = floor(x + 0.5);
// float3 a0 = x - ox;
//
// // Normalise gradients implicitly by scaling m
// // Approximation of: m *= inversesqrt( a0*a0 + h*h );
// m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
//
// // Compute final noise value at P
// float3 g;
// g.x = a0.x * x0.x + h.x * x0.y;
// g.yz = a0.yz * x12.xz + h.yz * x12.yw;
// return 130.0 * dot(m, g);
// }
float4 frag : COLOR(v2f v)
{
// // Sepia RGB value
// float3 sepia = float3(112.0 / 255.0, 66.0 / 255.0, 20.0 / 255.0);
//
// // Step 1: Convert to grayscale
// float2 vUv = v.uv;
// float3 colour = texture2D(_MainTex, v.uv).xyz;
// float gray = (colour.x + colour.y + colour.z) / 3.0;
// float3 grayscale = float3(gray);
//
// // Step 2: Appy sepia overlay
// float3 finalColour = Overlay(sepia, grayscale);
//
// // Step 3: Lerp final sepia colour
// finalColour = grayscale + SepiaValue * (finalColour - grayscale);
//
// // Step 4: Add noise
// float noise = snoise(vUv * float2(1024.0 + RandomValue * 512.0, 1024.0 + RandomValue * 512.0)) * 0.5;
// finalColour += noise * NoiseValue;
//
// // Optionally add noise as an overlay, simulating ISO on the camera
// //vec3 noiseOverlay = Overlay(finalColour, vec3(noise));
// //finalColour = finalColour + NoiseValue * (finalColour - noiseOverlay);
//
// // Step 5: Apply scratches
// if ( RandomValue < ScratchValue )
// {
// // Pick a random spot to show scratches
// float dist = 1.0 / ScratchValue;
// float d = distance(vUv, float2(RandomValue * dist, RandomValue * dist));
// if ( d < 0.4 )
// {
// // Generate the scratch
// float xPeriod = 8.0;
// float yPeriod = 1.0;
// float pi = 3.141592;
// float phase = TimeLapse;
// float turbulence = snoise(vUv * 2.5);
// float vScratch = 0.5 + (sin(((vUv.x * xPeriod + vUv.y * yPeriod + turbulence)) * pi + phase) * 0.5);
// vScratch = clamp((vScratch * 10000.0) + 0.35, 0.0, 1.0);
//
// finalColour.xyz *= vScratch;
// }
// }
//
// // Step 6: Apply vignetting
// // Max distance from centre to corner is ~0.7. Scale that to 1.0.
// float d = distance(float2(0.5, 0.5), vUv) * 1.414213;
// float vignetting = clamp((OuterVignetting - d) / (OuterVignetting - InnerVignetting), 0.0, 1.0);
// finalColour.xyz *= vignetting;
//
// // Apply colour
// return float4(finalColour , 1.0);
return float4(1.0 , 1.0 , 1.0 , 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
That's the compiled shader:
Shader "Custom/OldFilm"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
// shader program with errors was here
Program "err" { SubProgram { "!!error" } }
#LINE 160
}
}
FallBack "Diffuse"
}
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