The following fragment shader fails to compile in Windows ANGLE (NVIDIA).
precision mediump float;
void main()
{
gl_FragColor = vec4(
gl_FrontFacing ? 1.0 : 0.0,
gl_FrontFacing ? 0.0 : 1.0,
0,
1);
}
Not sure if it's a driver bug or a bug in ANGLE.
Original issue reported on code.google.com by z...@google.com on 14 Sep 2011 at 9:41
Original issue reported on code.google.com by
z...@google.com
on 14 Sep 2011 at 9:41