I'm using big shader function library file that contains most of definitions. It works fine on DirectX or OpenGl with shader model 3(If I understand correctly, shaders with older shader models are being compiled with MojoShader). But when shader uses SM5 and gets compiled for openGL(without errors)
I'm sorry that program that reproduces result has so many unused shader code. I'm trying to localize problem, but it's best I could do so far.
Steps to Reproduce
I've attached demo program with source shader and precompiled content(same shader). You need to add reference to MonoGame.Framework.DesktopGL in project.
Minimal Example Repo
No response
Expected Behavior
Program should work same on DesktopGL and WindowsDX.
Prerequisites
develop
branchMonoGame Version
compute_shader branch
Which MonoGame platform are you using?
MonoGame Cross-Platform Desktop Application (mgdesktopgl)
Operating System
Windows
Description
I'm using big shader function library file that contains most of definitions. It works fine on DirectX or OpenGl with shader model 3(If I understand correctly, shaders with older shader models are being compiled with MojoShader). But when shader uses SM5 and gets compiled for openGL(without errors)
I'm sorry that program that reproduces result has so many unused shader code. I'm trying to localize problem, but it's best I could do so far.
Steps to Reproduce
I've attached demo program with source shader and precompiled content(same shader). You need to add reference to MonoGame.Framework.DesktopGL in project.
Minimal Example Repo
No response
Expected Behavior
Program should work same on DesktopGL and WindowsDX.
Resulting Behavior
Program crashes with Index out of range exeption
Files
test.zip