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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
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
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