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Description
Unfortunately the shader dump is corrupted (missing parts):
20000: #line 20000 // computeLight_fp.glsl
20001: /*
…
20140: #endif // !USE_PHYSICAL_MAPPING
20141: }
20142: #endif // defined(USE_DELUXE_MAPPING) || defined(USE_GRID_DELUXE_MAPPING) defined(r_realtimeLighting)
20143:
20144: #if !defined(USE_DELUXE_MAPPING) && !defined(USE_GRID_DELUXE_MAPPING)20271: Subtract 1 because 0 means there's no light */
20272: idx = ( idx - 1u ) * uint( NUM_LIGHT_LAYERS ) + layer;
20273:
20274: computeDynamicLight( idx, P, normal, viewDir, diffuse, material, color );
20275: lightCount++;
20276: }
20277: #if defined(r_showLightTiles)
20278: totalLights += lightCount;
20279: #endif
20280: }
20281:
Warn: Compile log:
0:20170(28): error: syntax error, unexpected DOT_TOK, expecting ',' or ';'
Warn: Unhandled exception (15ShaderException): Couldn't compile fragment shader: lightMappingMaterial
I tried with:
But the corruption is so strong it doesn't help:
20000: #line 20000 // computeLight_fp.glsl
20001: /*
…
20043: {
20044: vec4 envColor0 = textureCube(u_EnvironmentMap0, reflect( -viewDir, normal ) );
20045: vec4 envColor1 = textureCube(u_EnvironmentMap1, reflect( -viewDir, normal ) );
20046: return mix( envColor0, envColor1, u_EnvironmentInterpolation );
20047: }
20048: #endif // USE_REFLECTIVE_SPECULAR30024: #define RELIEFMAPPING_GLSL
30025:
30026: #if defined(r_normalMapping) || defined(USE_HEIGHTMAP_IN_NORMALMAP)
30027: uniform sampler2D u_NormalMap;
30028: #endif // r_normalMapping || USE_HEIGHTMAP_IN_NORMALMAP
30029:
30030: #if defined(r_normalMapping)
Warn: Compile log:
0:20170(28): error: syntax error, unexpected DOT_TOK, expecting ',' or ';'
Warn: Unhandled exception (15ShaderException): Couldn't compile fragment shader: lightMappingMaterial
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