CCC 2.0 写了个SHADER 模拟器正常 浏览器报错cannot convert from 'const int' to 'highp float'求解

我想把相色修改的插件想升级成CCC2.0 写了个SHADER模拟器使用正常 浏览器报错cannot convert from ‘const int’ to 'highp float’求解
var TEST = {
name: “TEST”,

defines: [],

vert: `uniform mat4 viewProj;
    attribute vec3 a_position;
    attribute vec2 a_uv0;
    varying vec2 uv0;
    void main () {
        vec4 pos = viewProj * vec4(a_position, 1);
        gl_Position = pos;
        uv0 = a_uv0;
    }
    `,

frag: ` varying vec2 uv0; 

uniform sampler2D texture;
uniform float u_dH=77;
uniform float u_dS=0;
uniform float u_dL=0;

void main() {

vec4 texColor=texture2D(texture, uv0).rgba;
float r=texColor.r;
float g=texColor.g;
float b=texColor.b;
float a=texColor.a;
float h;  
float s;  
float l;  
{  
    float max=max(max(r,g),b);  
    float min=min(min(r,g),b);  

    if(max==min){  

        h=0.0;  
    }else if(max==r&&g>=b){  
        h=60.0*(g-b)/(max-min)+0.0;  
    }else if(max==r&&g<b){  
        h=60.0*(g-b)/(max-min)+360.0;  
    }else if(max==g){  
        h=60.0*(b-r)/(max-min)+120.0;  
    }else if(max==b){  
        h=60.0*(r-g)/(max-min)+240.0;  
    }  

    l=0.5*(max+min);  

    if(l==0.0||max==min){  
        s=0.0;  
    }else if(0.0<=l&&l<=0.5){  
        s=(max-min)/(2.0*l);  
    }else if(l>0.5){  
        s=(max-min)/(2.0-2.0*l);  
    }  
}  

h=h+u_dH;  
s=min(1.0,max(0.0,s+u_dS));  


vec4 finalColor;  
{  
    float q;  
    if(l<0.5){  
        q=l*(1.0+s);  
    }else if(l>=0.5){  
        q=l+s-l*s;  
    }  
    float p=2.0*l-q;  
    float hk=h/360.0;  
    float t[3];  
    t[0]=hk+1.0/3.0;t[1]=hk;t[2]=hk-1.0/3.0;  
    for(int i=0;i<3;i++){  
        if(t[i]<0.0)t[i]+=1.0;  
        if(t[i]>1.0)t[i]-=1.0;  
    }
    float c[3];  
    for(int i=0;i<3;i++){  
        if(t[i]<1.0/6.0){  
            c[i]=p+((q-p)*6.0*t[i]);  
        }else if(1.0/6.0<=t[i]&&t[i]<0.5){  
            c[i]=q;  
        }else if(0.5<=t[i]&&t[i]<2.0/3.0){  
            c[i]=p+((q-p)*6.0*(2.0/3.0-t[i]));  
        }else{  
            c[i]=p;  
        }  
    }  
    finalColor=vec4(c[0],c[1],c[2],a);  
}  

finalColor+=vec4(u_dL,u_dL,u_dL,0.0);  

gl_FragColor=finalColor;  

}`,
}

module.exports = TEST;