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GLSL compilation error when loading spacetracks with material system and bindless textures #1938

@illwieckz

Description

@illwieckz

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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