Hi,
I'm trying to convert a function (glsl) for a Godot shader.
In this code statement I get this compiling error which i can't understand:
dot(mat2(fract(sin(vec4(0.0, 1.0, 113.0, 114.0) + dot(i, vec2(1.0, 113.0)))*43758.5453))*vec2(1. - p.y, p.y), vec2(1. - p.x, p.x) );
Any suggestions?
Thanks in advance.
-j