Bug report and files:
https://github.com/mc-imperial/shader-compiler-bugs/issues/58
We have a successfully compiling original fragment shader, which we have slightly modified in a semantics-preserving manner. The line:
backCol2 += mix(.4, 1., v2) * vec3(1.8 * t3 * t3 * t3, 1.4 * t3 * t3, t3) * fade;
becomes:
backCol2 += mix(.4, 1., v2) * vec3((injectionSwitch.x < injectionSwitch.y ? 1.8 * t3 * t3 * t3 : GLF_live1pi), 1.4 * t3 * t3, t3) * fade;
Tested on Chrome and Firefox, verified with glslangValidator. OpenGL renders the image correctly.
Might be related to Adding valid code leads to compilation fail · Issue #57 · mc-imperial/shader-compiler-bugs · GitHub, as they both make use of macros.
- Operating system version.
Windows 10
- Graphics hardware.
GeForce GTX 770. Driver: 373.06
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Reproducer project.
We have provided the fragment shader at the above link. -
Description of single steps to reproduce the problem.
Navigate to GitHub & BitBucket HTML Preview with the appropriate browser, enter the shader code in the provided text box and click “Start rendering (Execute)”. -
Description of the expected result.
No compilation error.