Search Issue Tracker

Won't Fix

Votes

0

Found in

2018.3.5f1

Issue ID

1150357

Regression

No

Code of shader compiles incorrect positional data when compared to original shader file

Shaders

-

To reproduce:
1. Import attached shader "2017.shader" into any project
2. In Project window, select the Shader file
3. In Inspector window, use the drop down arrow to expand shader menu and select one API, say GLES3
4. After the selection is ticked, Compile and show code
5. While in code editor, search for u_xlat0

Expected: shader code is compiled according to shader provided
Actual: compiled shader code's positional transformations differ from shader provided

Reproduced in: 2017.4.26f1, 2018.4.0f1, 2019.1.1f1, 2019.2.0a14, 2019.3.0a1

Note: reproduces on any API selected
Note2: examples of incorrect behavior:

"o.pos.z = -o.pos.z" :
expected "u_xlat0.xyz = u_xlat0.xyz * vec3(1.0, 1.0, -1.0);"
actual: "u_xlat0.xyz = u_xlat0.xyz * vec3(-1.0, 1.0, -1.0);" (x axis should not be inverted)

"o.pos.z = o.pos.z + 1.0":
expected: "u_xlat6 = u_xlat0.z + 1.0;"
" gl_Position.z = u_xlat6"
actual: addressed transformation is not applied to gl_Position.z

  1. Resolution Note (2019.3.X):

    [various]
    Closing older low priority bugs that have not increased in user pain and are not blocking for users shipping projects.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.