scene_forward.glsl
fails to compile on editor launch
#45908
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scene_forward.glsl
fails to compile on editor launch
#45908
Godot version:
#45879
OS/device including version:
OS: Arch Linux 5.10.14
GPU: RTX 2070 (driver version 460.39, Vulkan backend)
Issue description:
Variant 1 (and I think also 0) of
scene_forward.glsl
fail to compile at launch. Seems to be a consequence of defining one ofTANGENT_USED
,NORMAL_MAP_USED
, orLIGHT_ANISOTROPY_USED
whileNORMAL_USED
is not defined. This causesvec3 normal
to not be defined, even though it is used in some later code paths (specifically for computing the binormal).The log is long and repetitive because it dumps all shader source for every shader that fails to compile, but here's the important bit.
Steps to reproduce:
Launch godot and choose or create a project.
Minimal reproduction project:
Not tied to any particular project.
Possible Fix:
I don't know how you intended to handle this case, but here's a patch that just initializes
normal
tovec3(0.0)
.It also might be that this code path is never supposed to happen (i.e.
NORMAL_USED
is supposed to always be defined whenever the binormals are computed). I'm not familiar enough with the godot codebase to say either way.The text was updated successfully, but these errors were encountered: