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Votes
10
Found in
5.4.0b21
Issue ID
804159
Regression
No
[iOS][GLES] Extension 'GL_EXT_frag_depth' is not supported when running on GLES2
To Reproduce:
1. Build and run the attached project with 5.4 (tested on b21) on iOS with GLES2 on iOS.
2. Observe that these errors are outputted to the console:
-------- failed compiling:
fragment evaluation shader
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:31: Use of undeclared identifier 'gl_FragDepthEXT'
--
shader ‘Fishlabs/Diffuse’ shader in ‘Assets/Shaders’
This is not reproducible when using the same shader on 5.3:
Version 5.3.4p6 (9eb825cf2ca3)
Mon, 02 May 2016 11:15:14 GMT
Branch: 5.3/patch-release
Reprodcued on:
Version 5.4.0b21 (ebe3d2a59a59)
Wed, 01 Jun 2016 05:42:30 GMT
Branch: 5.4/staging
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kosted
Dec 07, 2017 13:42
Same issue with unity 2017.2.0f3
Mourkain
Jun 20, 2017 09:53
same issue with iPad 3, iOS 9 Unity 5.6.1f1
comworm
Jun 16, 2017 02:04
Same issue in Unity 5.6.1f1.
iPhone5 (iOS 10.3.2)
KidintChile
Apr 15, 2017 15:43
I solved only reducing size of 2d sprites, via overriding graphics for iOS, then it works. :)
Chintan-Kansagara
Mar 25, 2017 13:15
Hi,
I have been struggling with this shader-not-supported-issue on iOS .
Everything works perfectly on Android (different devices tested), but on iOS it is such a hassle to get things done.
-------- failed compiling:
fragment evaluation shader
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
(lldb)
Please help with this! Did you find any solution?
artaka
Mar 02, 2017 18:41
Unity 5.6.0b9 still has this issue:
-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
#extension GL_OVR_multiview : require
#extension GL_OVR_multiview2 : enable
uniform vec4 _MainTex_ST;
uniform vec4 _Color;
layout(std140) uniform UnityPerDraw {
vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
vec4 hlslcc_mtx4x4unity_WorldToObject[4];
vec4 unity_LODFade;
vec4 unity_WorldTransformParams;
};
layout(std140) uniform UnityStereoGlobals {
vec4 hlslcc_mtx4x4unity_StereoMatrixP[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixV[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixInvV[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixVP[8];
vec4 hlslcc_mtx4x4unity_StereoCameraProjection[8];
vec4 hlslcc_mtx4x4unity_StereoCameraInvProjection[8];
vec4 hlslcc_mtx4x4unity_StereoWorldToCamera[8];
vec4 hlslcc_mtx4x4unity_StereoCameraToWorld[8];
vec3 unity_StereoWorldSpaceCameraPos[2];
vec4 unity_StereoScaleOffset[2];
};
layout(num_views = 2) in;
in vec4 in_POSITION0;
in vec4 in_COLOR0;
in vec2 in_TEXCOORD0;
out vec4 vs_COLOR0;
out vec2 vs_TEXCOORD0;
vec4 u_xlat0;
int u_xlati1;
vec4 u_xlat2;
void main()
{
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
u_xlati1 = int(gl_ViewID_OVR) << 2;
u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 1];
u_xlat2 = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1] * u_xlat0.xxxx + u_xlat2;
u_xlat2 = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 2] * u_xlat0.zzzz + u_xlat2;
gl_Position = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 3] * u_xlat0.wwww + u_xlat2;
vs_COLOR0 = in_COLOR0 * _Color;
vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return;
}
-------- failed compiling:
vertex shader
GLSL compilation failed:
ERROR: 0:4: '' : extension 'GL_OVR_multiview' is not supported
WARNING: 0:5: extension 'GL_OVR_multiview2' is not supported
(Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/opengles/ApiGLES.cpp Line: 690)
Note: Creation of internal variant of shader 'GUI/Text Shader' failed.
-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
#extension GL_OVR_multiview : require
#extension GL_OVR_multiview2 : enable
layout(std140) uniform UnityPerDraw {
vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
vec4 hlslcc_mtx4x4unity_WorldToObject[4];
vec4 unity_LODFade;
vec4 unity_WorldTransformParams;
};
layout(std140) uniform UnityStereoGlobals {
vec4 hlslcc_mtx4x4unity_StereoMatrixP[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixV[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixInvV[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixVP[8];
vec4 hlslcc_mtx4x4unity_StereoCameraProjection[8];
vec4 hlslcc_mtx4x4unity_StereoCameraInvProjection[8];
vec4 hlslcc_mtx4x4unity_StereoWorldToCamera[8];
vec4 hlslcc_mtx4x4unity_StereoCameraToWorld[8];
vec3 unity_StereoWorldSpaceCameraPos[2];
vec4 unity_StereoScaleOffset[2];
};
layout(num_views = 2) in;
in vec4 in_POSITION0;
vec4 u_xlat0;
int u_xlati1;
vec4 u_xlat2;
void main()
{
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
u_xlati1 = int(gl_ViewID_OVR) << 2;
u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 1];
u_xlat2 = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1] * u_xlat0.xxxx + u_xlat2;
u_xlat2 = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 2] * u_xlat0.zzzz + u_xlat2;
gl_Position = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 3] * u_xlat0.wwww + u_xlat2;
return;
}
-------- failed compiling:
vertex shader
GLSL compilation failed:
ERROR: 0:4: '' : extension 'GL_OVR_multiview' is not supported
WARNING: 0:5: extension 'GL_OVR_multiview2' is not supported
(Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/opengles/ApiGLES.cpp Line: 690)
Note: Creation of internal variant of shader 'Hidden/InternalErrorShader' failed.
-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
#extension GL_OVR_multiview : require
#extension GL_OVR_multiview2 : enable
layout(std140) uniform UnityPerDraw {
vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
vec4 hlslcc_mtx4x4unity_WorldToObject[4];
vec4 unity_LODFade;
vec4 unity_WorldTransformParams;
};
layout(std140) uniform UnityStereoGlobals {
vec4 hlslcc_mtx4x4unity_StereoMatrixP[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixV[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixInvV[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixVP[8];
vec4 hlslcc_mtx4x4unity_StereoCameraProjection[8];
vec4 hlslcc_mtx4x4unity_StereoCameraInvProjection[8];
vec4 hlslcc_mtx4x4unity_StereoWorldToCamera[8];
vec4 hlslcc_mtx4x4unity_StereoCameraToWorld[8];
vec3 unity_StereoWorldSpaceCameraPos[2];
vec4 unity_StereoScaleOffset[2];
};
layout(num_views = 2) in;
in vec4 in_POSITION0;
in vec4 in_COLOR0;
out vec4 vs_COLOR0;
vec4 u_xlat0;
int u_xlati1;
vec4 u_xlat2;
void main()
{
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
u_xlati1 = int(gl_ViewID_OVR) << 2;
u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 1];
u_xlat2 = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1] * u_xlat0.xxxx + u_xlat2;
u_xlat2 = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 2] * u_xlat0.zzzz + u_xlat2;
gl_Position = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 3] * u_xlat0.wwww + u_xlat2;
vs_COLOR0 = in_COLOR0;
return;
}
-------- failed compiling:
vertex shader
GLSL compilation failed:
ERROR: 0:4: '' : extension 'GL_OVR_multiview' is not supported
WARNING: 0:5: extension 'GL_OVR_multiview2' is not supported
(Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/opengles/ApiGLES.cpp Line: 690)
Note: Creation of internal variant of shader 'Hidden/InternalClear' failed.
-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
#extension GL_OVR_multiview : require
#extension GL_OVR_multiview2 : enable
layout(std140) uniform UnityPerDraw {
vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
vec4 hlslcc_mtx4x4unity_WorldToObject[4];
vec4 unity_LODFade;
vec4 unity_WorldTransformParams;
};
layout(std140) uniform UnityStereoGlobals {
vec4 hlslcc_mtx4x4unity_StereoMatrixP[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixV[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixInvV[8];
vec4 hlslcc_mtx4x4unity_StereoMatrixVP[8];
vec4 hlslcc_mtx4x4unity_StereoCameraProjection[8];
vec4 hlslcc_mtx4x4unity_StereoCameraInvProjection[8];
vec4 hlslcc_mtx4x4unity_StereoWorldToCamera[8];
vec4 hlslcc_mtx4x4unity_StereoCameraToWorld[8];
vec3 unity_StereoWorldSpaceCameraPos[2];
vec4 unity_StereoScaleOffset[2];
};
layout(num_views = 2) in;
in vec4 in_POSITION0;
in vec4 in_COLOR0;
out vec4 vs_COLOR0;
vec4 u_xlat0;
int u_xlati1;
vec4 u_xlat2;
void main()
{
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
u_xlati1 = int(gl_ViewID_OVR) << 2;
u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 1];
u_xlat2 = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1] * u_xlat0.xxxx + u_xlat2;
u_xlat2 = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 2] * u_xlat0.zzzz + u_xlat2;
gl_Position = hlslcc_mtx4x4unity_StereoMatrixVP[u_xlati1 + 3] * u_xlat0.wwww + u_xlat2;
vs_COLOR0 = in_COLOR0;
return;
}
-------- failed compiling:
vertex shader
GLSL compilation failed:
ERROR: 0:4: '' : extension 'GL_OVR_multiview' is not supported
WARNING: 0:5: extension 'GL_OVR_multiview2' is not supported
(Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/opengles/ApiGLES.cpp Line: 690)
Note: Creation of internal variant of shader 'Hidden/InternalClear' failed.
dothem
Jan 24, 2017 21:36
Having same issue, any fixes on this?
Guliz
Jan 13, 2017 16:18
Is this still a bug with 5.5? Does it work if i import the 5.3 shader into 5.4? I really can't downgrade my project
arc0de
Dec 21, 2016 17:36
Please help with this! Did you find any solution?
I have tested with many devices and versions. This is the result:
iPhone 4S 8.2.0 - Error 'gl_FragDepthEXT' / Doesn't work
iPhone 4S 9.3.5 - Error 'gl_FragDepthEXT' / Doesn't work
iPhone 5 10.0.2 - Works perfectly
iPad 2 9.3.4 - Works perfectly
iPad Air 2 10.0.2 - Works perfectly
Zorkman
Nov 28, 2016 09:47
I've got the same problem but with 'Hidden/Internal-MotionVectors'...