For the following set of vertex and fragment shaders, ANGLE returns incorrect
attrib/uniform info:
VERTEX SHADER:
uniform vec4 uPosition[2];
void main() {
gl_Position = uPosition[0] + uPosition[1];
}
FRAGMENT SHADER:
precision mediump float;
struct FogParams {
vec4 color;
};
uniform FogParams fog[2];
void main() {
gl_FragColor = fog[0].color + fog[1].color;
}
ANGLE returns two uniforms:
1. name: uPosition size: 2
2. name: fog.color size: 1
What is the expected output? What do you see instead?
It should return three uniforms:
1. name: uPosition[0] size: 2
2. name: fog[0].color size: 1
3. name: fog[1].color size: 1
Original issue reported on code.google.com by alokp@chromium.org on 20 Sep 2010 at 6:29
Original issue reported on code.google.com by
alokp@chromium.org
on 20 Sep 2010 at 6:29