Closed qarmin closed 3 years ago
4.0 de83ee5
This is caused by https://github.com/godotengine/godot/pull/50402
Ubuntu 20.04
Opening editor cause showing this error about failed fragment shader compilation
ERROR: Error compiling Fragment shader, variant #0 (). at: _compile_variant (servers/rendering/renderer_rd/shader_rd.cpp:269) ERROR: Failed parse: ERROR: 0:2358: 'light_compute' : no matching overloaded function found ERROR: 0:2358: '' : compilation terminated ERROR: 2 compilation errors. No code generated. at: _compile_variant (servers/rendering/renderer_rd/shader_rd.cpp:270) ERROR: code: 1 | 2 | #version 450 3 | 4 | 5 | 6 | #define MAX_ROUGHNESS_LOD 7.0 7 | 8 | #define USE_RADIANCE_CUBEMAP_ARRAY 9 | 10 | #define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS 8 11 | 12 | #define MAX_LIGHTMAP_TEXTURES 2 13 | 14 | #define MAX_LIGHTMAPS 2 15 | 16 | #define MATERIAL_UNIFORM_SET 3 17 | 18 | #define VERTEX_CODE_USED 19 | #define FRAGMENT_CODE_USED 20 | 21 | /* Specialization Constants */ 22 | 23 | //unused but there for compatibility 24 | layout(constant_id = 0) const bool sc_use_forward_gi = false; 25 | layout(constant_id = 1) const bool sc_use_light_projector = false; 26 | layout(constant_id = 2) const bool sc_use_light_soft_shadows = false; 27 | 28 | /* Include our forward mobile UBOs definitions etc. */ 29 | #define M_PI 3.14159265359 30 | #define MAX_VIEWS 2 31 | 32 | #if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) 33 | #extension GL_EXT_multiview : enable 34 | #endif 35 | 36 | 37 | struct DecalData { 38 | mat4 xform; //to decal transform 39 | vec3 inv_extents; 40 | float albedo_mix; 41 | vec4 albedo_rect; 42 | vec4 normal_rect; 43 | vec4 orm_rect; 44 | vec4 emission_rect; 45 | vec4 modulate; 46 | float emission_energy; 47 | uint mask; 48 | float upper_fade; 49 | float lower_fade; 50 | mat3x4 normal_xform; 51 | vec3 normal; 52 | float normal_fade; 53 | }; 54 | 55 | #if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) 56 | #ifndef NORMAL_USED 57 | #define NORMAL_USED 58 | #endif 59 | #endif 60 | 61 | /* don't exceed 128 bytes!! */ 62 | /* put instance data into our push content, not a array */ 63 | layout(push_constant, binding = 0, std430) uniform DrawCall { 64 | mat4 transform; // 64 - 64 65 | uint flags; // 04 - 68 66 | uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72 67 | uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76 68 | uint layer_mask; // 04 - 80 69 | vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed 70 | 71 | uvec2 reflection_probes; // 08 - 104 72 | uvec2 omni_lights; // 08 - 112 73 | uvec2 spot_lights; // 08 - 120 74 | uvec2 decals; // 08 - 128 75 | }
Look at the CI for example log - https://github.com/godotengine/godot/runs/3089620152 in step "Open and Close editor"
Above
No response
Fixed by https://github.com/godotengine/godot/pull/50501
Godot version
4.0 de83ee5
This is caused by https://github.com/godotengine/godot/pull/50402
System information
Ubuntu 20.04
Issue description
Opening editor cause showing this error about failed fragment shader compilation
Look at the CI for example log - https://github.com/godotengine/godot/runs/3089620152 in step "Open and Close editor"
Steps to reproduce
Above
Minimal reproduction project
No response