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I installed the package in my project following the guide. When I write the export example code it fails to find GameObjectExport. As far as shaders are concerned, however, I cannot insert them into…
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Right now, we don't add `#line` directives to the merged shader sources, which makes reading line numbers a lot harder. To make it easier to debug compilation errors, the following changes should be m…
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There exist a number of devices whose OpenGLES drivers do not support SSBOs or image uniforms in vertex and fragment stages.
The current Compatibility mode proposal states that the maxStorageBuffe…
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### Tested versions
- Reproducible in: 4.2.stable, 4.2.2.stable, 4.3.beta da4f6e439
### System information
Godot v4.3.beta (da4f6e439) - Fedora Linux 40 (KDE Plasma) - X11 - GLES3 (Compatibil…
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Some raylib functions such as `SetShaderValueTexture` must be called in between calls to `BeginShaderMode` and `EndShaderMode` in order to take effect, however this can't be done through the safe inte…
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### Describe the project you are working on
**VFX, Visual Shaders** _(e.g. Canvas, Spatial, Particles)._
### Describe the problem or limitation you are having in your project
Switching between **sh…
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Hello! I'm trying to convert model to int8. trtexec converts in successfully, but while converting with C++ API and my own calibrator I get the following error.
`1: [softMaxV2Runner.cpp::execute::22…
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Hotspotting is a great technique that allows you to quickly texture a large amount of surfaces with nice edge detail while using a single material
This technique is supported by tooling like
* Dream…
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my shader content is
#version 300 es
attribute lowp vec4 a_vertexPosition;
attribute vec2 a_texturePosition;
varying vec2 v_texCoord;
void main() {
gl_Position = a_vertexPosition;
v_t…
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Thanks for the interesting sample!
I noticed these minor issues:
1. `buffer0` and `buffer1` in main.ts are associated with `flip` in the the shader, but where are these buffers being written to…