Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.4.0b10
Issue ID
780831
Regression
No
[GLCore][HLSL2GLSL] Using uniform naming t0 or other generated ones results in error
Info:
Using sames names that a generated in HLSL2GLSL translation results in redaclaration. For example glsl shaders in unit uses temp names t0, t1 ... tx if you declare t0 in you shaders it results in error.
Project Steps:
1. Open project.
2. You should get compute shader error:
"
GLSL compilation failed:
0(24) : error C1038: declaration of "t0" conflicts with previous declaration at 0(8)
0(30) : error C7563: assignment to uniform t0
0(30) : error C7623: implicit narrowing of type from "vec4" to "float"
0(31) : error C1031: swizzle mask element not present in operand "ww"
0(33) : error C1031: swizzle mask element not present in operand "w"
0(33) : error C7563: assignment to uniform t0
0(35) : error C7563: assignment to uniform t0
0(36) : error C1031: swizzle mask element not present in operand "xyz"
0(37) : error C1031: swizzle mask element not present in operand "w"
"
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [macOS] Editor window is not restored to previous position when launching the Editor and mouse cursor is on a different screen
- [Usability] Warning message in an Adaptive Probe Volume Component is not informative enough when Realtime Global Illumination is enabled
- Inspector for Adaptive Probe Volumes is not repainted when toggling Realtime Global Illumination setting in the Lighting Window
- Surface Inputs are not rendering when using the custom BaseShaderGUI
- Reflection Problem custom Cubemap loses its reference when HDR is enabled and the platform is switched
Add comment