Getting this error with a shader and I don't know what it means:
Here's the frag shader:
Fragment Shader: shd_shield at line 20: '='
Here's the frag shader:
GML:
varying vec2 fragCoord;
uniform float res;
uniform float time;
const float HEX_SCALE = 36.0;
const float BORDER = 0.99;
const float GLOW = 1.03;
const vec3 color = vec3(0.48,0.72,0.71);
vec2 hex(vec2 uv )
{
const vec3 hexProportions = vec3(1.0, 1.0 / sqrt(3.0), sqrt(3.0)); /// line 20 where the error is supposed to be.
vec2 hexIndex = floor(uv * hexProportions.xz);
vec2 r = fract(hexIndex * 0.5) ;
vec2 cmp = vec2(r.y > r.x, r.x > r.y);
vec4 useIndex = vec4(hexIndex + cmp, hexIndex + 1.0 - cmp );
vec4 delta = uv.xyxy - useIndex * hexProportions.xyxy;
return mix(useIndex.zw, useIndex.xy, ( dot(delta.xy, delta.xy) < dot(delta.zw, delta.zw) ) ? 1.0 : 0.0 );
}
void main(void)
{
vec2 iResolution = vec2(res,res);
vec2 uv = fragCoord.xy*2. / iResolution-vec2(1.);
//vec2 mouse_pos = mouseCoord;
/// Fisheye Distortion ///
float d=length(uv*1.0);
float z = sqrt(1.0 - d * d);
float r = atan(d, z) / 3.14159;
float phi = atan(uv.y, uv.x);
uv = vec2(r*cos(phi)+.5,r*sin(phi)+.5);
/////////////////////////
vec2 h = hex( uv * HEX_SCALE );
//float m_dist = smoothstep(0.1,1.0,distance(mouse_pos,uv));
// black out everything outside the circle
//Also you can use step which checks if d<1.0 (returning 1.0).
float pulse_time = abs(cos(time*0.001));
float inner_alpha = step(d,BORDER) * (max(0.25,(smoothstep(0.25,BORDER,d)*0.75)));
float border_alpha = (step(BORDER,d) - (0.1*pulse_time)) - step(1.0,d);
//float glow_amt = smoothstep(MAX_GLOW,GLOW, abs(sin(time*0.001)));
float glow_alpha = max(0.0,smoothstep(GLOW + (0.04*pulse_time),1.0,d) - step(d,1.0) - (0.5));
float alpha = (inner_alpha + border_alpha + glow_alpha);
vec3 c = vec3((sin(h.y * h.x * 1.0) + 1.0) * 0.25);
vec3 final = vec3(0.0);
final = mix(color,c,0.25);
gl_FragColor=vec4(final,alpha);
}