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This issue I have shows up all the time on code that should be able to compile correctly. I don't know why every time when i try to pass a vec4 function to the gl_FragColor I get this. Is the gl_FragColor not supposed to be a vec4? From my understanding it was. It is a rather annoying problem. I love the UI and everything. The models look fantastic but I need to be able to pass vec4's to the fragment as it is just common shader sense. It also happens with "vec2 uv = gl_TexCoord[0].st". can not convert from 'float' to '2-component vector of float'
The text was updated successfully, but these errors were encountered:
Shdr's compiler/validator is the standard chrome ESSL compiler, all Shdr is doing is parsing the error to display it in a better way.
If your shader does not compile in Shdr, it means that chrome's ESSL compiler won't compile it either, and there is nothing I can do about that.
Please make sure your code is valid.
Also, a link to a problematic shader would help. (Hit the Share button in Shdr)
-T
On Aug 24, 2013, at 9:16 AM, SonarSoundProgramming [email protected] wrote:
This issue I have shows up all the time on code that should be able to compile correctly. I don't know why every time when i try to pass a vec4 function to the gl_FragColor I get this. Is the gl_FragColor not supposed to be a vec4? From my understanding it was. It is a rather annoying problem. I love the UI and everything. The models look fantastic but I need to be able to pass vec4's to the fragment as it is just common shader sense. It also happens with "vec2 uv = gl_TexCoord[0].st". can not convert from 'float' to '2-component vector of float'
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This issue I have shows up all the time on code that should be able to compile correctly. I don't know why every time when i try to pass a vec4 function to the gl_FragColor I get this. Is the gl_FragColor not supposed to be a vec4? From my understanding it was. It is a rather annoying problem. I love the UI and everything. The models look fantastic but I need to be able to pass vec4's to the fragment as it is just common shader sense. It also happens with "vec2 uv = gl_TexCoord[0].st". can not convert from 'float' to '2-component vector of float'
The text was updated successfully, but these errors were encountered: