Search Issue Tracker
Fixed in 5.5.0
Votes
3
Found in
5.5.0xb1
Issue ID
828454
Regression
No
GLSL compilation error 'Swizzle of non-vector primitive float' with a shader working on DX11
Steps to reproduce:
1) Open the latest attached project.
2) Switch the Graphics API to OpenGL Core.
Shader compilation errors appear in the console:
GLSL compilation failed:
ERROR: 0:141: Swizzle of non-vector primitive float
GLSL compilation failed:
ERROR: 0:7: Declared size (3) of input array in the tessellation evaluation shader is incompatible with earlier declarations (expected 32)
This happens because GLSL compiler tries to incorrectly swizzle on a float value.
Reproduced on:
5.5.0b2, 5.4.0p4
The shader also fails to compile, but with different errors on 5.3.6p4.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Undoing Animator Parameter name change breaks references to it
- Crash on BV4_OverlapBoxAll when moving in play mode
- Custom mesh water surface normal map fades out when Y Position increases
- Sprite renderer does not issue draw calls correctly when using SRP Batcher
- [Android] Flickering artifacts when using "ScriptableRenderer.EnqueuePass(RenderPassEvent.BeforeRenderingPostProcessing)" multiple times
Add comment