-
**Is your feature request related to a problem? Please describe (REQUIRED):**
The GLSL ES spec does not define a default float precision for fragment shaders, so Defold have to specify it, and now it…
-
here's infocopy info: deferred.fsh: deferred.fsh: Fragment shader failed to compile with the following errors:
ERROR: 0:57: error(#132) Syntax error: "sample" parse error
ERROR: error(#273) 1 compil…
-
L.glify.points({
map: map,
click: function (e, point, xy) {
//set up a standalone popup (use a popup as a layer)
L.popup()
.setLatLng(point)
…
-
| | |
| --- | --- |
| Bugzilla Link | [34647](https://llvm.org/bz34647) |
| Version | 4.0 |
| OS | Linux |
| Attachments | [Vertex shader bytecode](https://user-images.githubusercontent.com/609…
-
I have a basic shader that takes no uniforms or properties and just sets `gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0)`, but adding it to a `renpy.Render(...)` results in nothing being rendered. I wondered…
-
### Tested versions
- Reproducible in Versions 4.3 and 4.2.2, both using a TileMap and a TileMapLayer.
### System information
Windows 11 Godot 4.3 stable, compatibility mode
### Issue description…
-
It would be possible to add an easy-to-use API for registering custom fragment shaders, and drawing triangles using those shaders.
The corresponding vertex shader could be dynamically generated to …
-
During fragment shader optimization it can be incorrent function call inserted such as "vector_insert_TODO".
-
The following code snippet comes from //github.com/austinEng/webgpu-samples.git, but when I compile it with glslang, it's failed with the error *"Glslang.JS: Could not compile shader"*
```
#version …
-
```bash
file number 0: http://localhost:3000/static/js/bundle.js:1349:28
1| #extension GL_OES_standard_derivatives : enable
2| precision mediump float;
3| #define GLSLIFY 1
4| flo…