Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Prevent using boolean varyings in vertex function of visual shaders #100309

Merged

Conversation

Chaosus
Copy link
Member

@Chaosus Chaosus commented Dec 12, 2024

Prevents user to write boolean varying with Vertex -> [Fragment, Light] mode, which lead to shader compilation error.

изображение

@Chaosus Chaosus force-pushed the vs_prevent_invalid_boolean_varying branch from 9a2dd87 to 059ed73 Compare December 12, 2024 11:35
Copy link
Contributor

@paddy-exe paddy-exe left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Changes make sense.

From the Khronos OpenGL shading language PDF:

The varying qualifier can be used only with the data types float, vec2, vec3, vec4, mat2, mat3, and
mat4, or arrays of these. Structures cannot be varying.

@akien-mga akien-mga merged commit 524cbec into godotengine:master Jan 13, 2025
20 checks passed
@akien-mga
Copy link
Member

Thanks!

@Chaosus Chaosus deleted the vs_prevent_invalid_boolean_varying branch January 13, 2025 19:43
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants