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
- "EndLayoutGroup: BeginLayoutGroup must be called first" error is thrown when changing Shader Precision Model from the Build Profiles window
- White artifacts/outlines are visible in the Garden Scene when viewing at meshes from a distance
- Shader warnings "Sprite-Unlit-Default" are thrown after building 2D Platrformer Microgame Template
- [Android] HLSL shader becomes corrupted when running on an Android device
- Missing spaces in "Welcome to VR Mutiplayer Template Project" Welcome Dialog window
Add comment