If an alphaGen does exist, then colorAssign will end up looking like:
vec4 color = texture2D(sampler0, st).rgb, alphaGen );
So, there won't be an actual vec4 prefix in the constructor. What's weird that
I haven't seen any explicit errors for this; it could be that a shader with an
explicit alpha gen just hasn't been used yet.
In the
WriteTexture(...)
function there's this block:If an alphaGen does exist, then colorAssign will end up looking like:
vec4 color = texture2D(sampler0, st).rgb, alphaGen );
So, there won't be an actual vec4 prefix in the constructor. What's weird that I haven't seen any explicit errors for this; it could be that a shader with an explicit alpha gen just hasn't been used yet.