THREE.WebGLProgram error with vertexShader

This is my code:

let material = this.material.clone();
    let texturedots = new THREE.Texture(o.image);
    texturedots.needsUpdate = true;
    // image cover
    let imageAspect = o.iHeight / o.iWidth;
    let a1;
    let a2;
    if (o.height / o.width > imageAspect) {
      a1 = (o.width / o.height) * imageAspect;
      a2 = 1;
    } else {
      a1 = 1;
      a2 = o.height / o.width / imageAspect;
    }
    texturedots.minFilter = THREE.LinearFilter;
    material.uniforms.resolution.value.x = o.width;
    material.uniforms.resolution.value.y = o.height;
    material.uniforms.resolution.value.z = a1;
    material.uniforms.resolution.value.w = a2;
    material.uniforms.progress.value = 0;
    material.uniforms.angle.value = 0.3;

    material.uniforms.texture1.value = texturedots;
    material.uniforms.texture1.value.needsUpdate = true;

    let mesh = new THREE.Mesh(this.geometry, material);

    mesh.scale.set(o.width, o.height, o.width / 2);

    return mesh;
  }

  composerPass(){
    this.composer = new EffectComposer(this.renderer);
    this.renderPass = new RenderPass(this.scene, this.camera);
    this.composer.addPass(this.renderPass);

    //custom shader pass
    var counter = 0.0;
    var myEffect = {
      uniforms: {
        "tDiffuse": { value: null },
        "distort": { value: 0 },
        "resolution": { value: new THREE.Vector2(1.,window.innerHeight/window.innerWidth) },
        "uMouse": { value: new THREE.Vector2(-10,-10) },
        "uVelo": { value: 0 },
        "uScale": { value: 0 },
        "uType": { value: 0 },
        "time": { value: 0 }
      },
      vertexShader: postvertex,
      fragmentShader: postfragment
    }

    this.customPass = new ShaderPass(myEffect);
    this.customPass.renderToScreen = true;
    this.composer.addPass(this.customPass);

Getting this Error:

THREE.WebGLProgram: shader error:  0 35715 false gl.getProgramInfoLog Vertex shader is not compiled.  THREE.WebGLShader: gl.getShaderInfoLog() vertex
ERROR: 0:59: '/' : syntax error

1: #version 300 es
2: #define attribute in
3: #define varying out
4: #define texture2D texture
5: precision highp float;
6: precision highp int;
7: #define HIGH_PRECISION
8: #define SHADER_NAME ShaderMaterial
9: #define VERTEX_TEXTURES
10: #define GAMMA_FACTOR 2
11: #define MAX_BONES 0
12: #define BONE_TEXTURE
13: uniform mat4 modelMatrix;
14: uniform mat4 modelViewMatrix;
15: uniform mat4 projectionMatrix;
16: uniform mat4 viewMatrix;
17: uniform mat3 normalMatrix;
18: uniform vec3 cameraPosition;
19: uniform bool isOrthographic;
20: #ifdef USE_INSTANCING
21: 	attribute mat4 instanceMatrix;
22: #endif
23: #ifdef USE_INSTANCING_COLOR
24: 	attribute vec3 instanceColor;
25: #endif
26: attribute vec3 position;
27: attribute vec3 normal;
28: attribute vec2 uv;
29: #ifdef USE_TANGENT
30: 	attribute vec4 tangent;
31: #endif
32: #if defined( USE_COLOR_ALPHA )
33: 	attribute vec4 color;
34: #elif defined( USE_COLOR )
35: 	attribute vec3 color;
36: #endif
37: #ifdef USE_MORPHTARGETS
38: 	attribute vec3 morphTarget0;
39: 	attribute vec3 morphTarget1;
40: 	attribute vec3 morphTarget2;
41: 	attribute vec3 morphTarget3;
42: 	#ifdef USE_MORPHNORMALS
43: 		attribute vec3 morphNormal0;
44: 		attribute vec3 morphNormal1;
45: 		attribute vec3 morphNormal2;
46: 		attribute vec3 morphNormal3;
47: 	#else
48: 		attribute vec3 morphTarget4;
49: 		attribute vec3 morphTarget5;
50: 		attribute vec3 morphTarget6;
51: 		attribute vec3 morphTarget7;
52: 	#endif
53: #endif
54: #ifdef USE_SKINNING
55: 	attribute vec4 skinIndex;
56: 	attribute vec4 skinWeight;
57: #endif
58: 
59: /static/media/vertex.10140350.glsl THREE.WebGLShader: gl.getShaderInfoLog() fragment
ERROR: 0:88: '/' : syntax error

It seems postvertex and postfragment hold no valid shader code.

i have found this from this demo
https://tympanus.net/Tutorials/webgl-mouseover-effects/step3.html