Pixel Shader erors

Hi
Can any shader gurus help resolve the following errors? I’m using TD088 Commercial.

And this is the complete shader code

[code]uniform ivec2 uScaledRes;

out vec4 fragColor;

float map(float value, float inMin, float inMax, float outMin, float outMax) {
return outMin + ((outMax - outMin) * (value - inMin) / (inMax - inMin));
}

void main() {
sampler2D sFullRes = sTD2DInputs[0];
sampler2D sFaceData = sTD2DInputs[1];
sampler2D sFrame = sTD2DInputs[2];

int faceCount = int(texture(sFaceData,vec2(0.0)).r);

vec4 color = texture(sFullRes, vUV.st);

for(int i=0; i < faceCount; ++i)
{

	vec4 faceData = texture(sFaceData,vec2(((1.5 + i)/uScaledRes.x), 0.0));
	vec2 coord = faceData.rg;
	vec2 size = faceData.ba;

	coord.y = map(coord.y, 0.0, uScaledRes.y, uScaledRes.y, 0.0);
	coord.y -= size.y;

	vec4 frame = vec4(0.0);

	//lower left
	vec2 min = coord / uScaledRes;

	//top right
	vec2 max = (coord + size)/uScaledRes;

	vec2 length = max - min;

	// frame
	if (vUV.s > min.x && vUV.s < max.x &&
		vUV.t > min.y && vUV.t < max.y)
	{
		vec2 frameCoord = vUV.st - min;
		frameCoord /= length;
		frame = texture(sFrame, frameCoord);
		color = mix(color, frame, frame.a);
	}
}
// color = vec4(uvCoord.s * 10);
fragColor = TDOutputSwizzle(color);

}[/code]

You can define macros for the shader inputs to increase readability.

#define sFullRes sTD2DInputs[0] #define sFaceData sTD2DInputs[1] #define sFrame sTD2DInputs[2]
Then remove the other lines causing the errors.

TDOutputSwizzle is only in TD099, I think, so just remove it.

fragColor = color;

Thanks for the feedback!