Closed danielchasehooper closed 4 months ago
The actual error is this line:
uniform float iTime;
...needs to be inside a uniform block. The line number issue will be fixed in a couple of days when the storage-buffer branch is merged. This had regressed for because sokol-shdc adds a variable number of #define
lines at the front of GLSL snippets before they go into the GLSL=>SPIRV pass, and I didn't think of fixing the error- and warnings-line offsets (in the branch this has been rewritten to be more flexible instead of just applying a hardwired offset)
I'm not sure if this is a legitimate error with an incorrect line number, or what, but I'm getting this error:
shader_sokol.glsl:0:0: error: ERROR: shader_sokol.glsl:4: 'non-opaque uniforms outside a block' : not allowed when using GLSL for Vulkan
side note: It seems strange that it has both
shader_sokol.glsl:0:0:
andshader_sokol.glsl:4:
reproduce with:
shdc --ifdef -l glsl330:metal_macos:metal_sim:metal_ios:glsl300es -i shader_sokol.glsl -o shaders_sokol.h
shader_sokol.glsl:
since sokol-tools doesn't have version numbers heres the hash: