Priyank.Jain2 Posted June 15, 2017 Share Posted June 15, 2017 post_selection_00 shader is giving error with OpenGL(check the logs screen shot attached) Graphics Card: Intel HD graphics 520 Working on Driver version : 20.19.15.4531 Not working on Driver version : 21.20.16.4627 (latest available) Please check if some patch can be provided for this. PS: The shader is working fine on DirectX Driver issue.zip Link to comment
Simon.Anderson Posted June 16, 2017 Share Posted June 16, 2017 Hi, I'm getting the same error on my machine also (OpenGL only). The exact error that is coming out of the shader seems to be the following: 14:47:45 GLShader::compile(): can't link program14:47:45 Varying "s_texcoord_1" has different type width across different shaders. If you could provide a prompt answer/solution to this it would be much appreciated - it's a show stopper for us. Thanks, Simon Link to comment
sebastianbah Posted June 16, 2017 Share Posted June 16, 2017 Hi, Thank for the report! We've successfully reproduced the issue on Intel GA and added it to our internal bug tracker. We'll report you back as soon as we get any changes for this issue. Sorry for the inconvenience caused. Link to comment
Simon.Anderson Posted June 19, 2017 Share Posted June 19, 2017 Thanks for your prompt response! Can I ask a favour - would it be possible to bump this one and give it a higher priority? Even if it's not fixed - if we can get some feedback/patch as a quick fix or even the best way to work around this without touching any engine code it would be great since this will potentially hold up the next release of our software. Cheers, Simon Link to comment
Priyank.Jain2 Posted July 4, 2017 Author Share Posted July 4, 2017 It looks like there is a mismatch of type in vertex and fragment shader which is only picked by specified hardware. <shader pass="post" vertex="core/shaders/screen_space/vertex/default.vert" fragment="shaders/screen_space/fragment/filter_selection.frag"/> Changing the type to s_texcoord_1 to float3 in frag shder does the job. Please confirm the fix. Link to comment
silent Posted July 4, 2017 Share Posted July 4, 2017 1 hour ago, Priyank.Jain2 said: It looks like there is a mismatch of type in vertex and fragment shader which is only picked by specified hardware. <shader pass="post" vertex="core/shaders/screen_space/vertex/default.vert" fragment="shaders/screen_space/fragment/filter_selection.frag"/> Changing the type to s_texcoord_1 to float3 in frag shder does the job. Please confirm the fix. If you see no other artifacts or strange behavior - it's OK. We will also check this shader before the next SDK update. Thanks for pointing to the right place! :) How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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