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Godot v4.2.beta1 - macOS 13.6.0 - Vulkan (Mobile) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)
Issue description
It appears something has broken in compiling shaders (maybe visual shaders) using instance shader uniforms in the Mobile renderer. Opening a scene where one is used gives me the following errors:
servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp:183 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp:183 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
servers/rendering/renderer_rd/shader_rd.cpp:293 - Error compiling Fragment shader, variant #2 (
#define MODE_RENDER_DEPTH
).
servers/rendering/renderer_rd/shader_rd.cpp:294 - Failed parse:
WARNING: 0:73: '' : all default precisions are highp; use precision statements to quiet warning, e.g.:
"precision mediump int; precision highp float;"
ERROR: 0:1763: 'instance_index' : undeclared identifier
ERROR: 0:1763: '[]' : scalar integer expression required
ERROR: 0:1763: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
Followed by 27000+ error lines of what looks like complete printouts of some very long godot internal shaders like servers/rendering/renderer_rd/shader_rd.cpp
Considering the number of shader compilation errors lines, perhaps it would be a good idea to limit the output of full shader code? As this probably does not contribute to making the issue easier to find and also slows down the interface a little in cases like this.
Steps to reproduce
Open the attached empty project with just a material referencing a visual shader.
If it's not selected already, select the material in the FileSystem browser to get the errors.
Godot version
v4.2.beta1.official [b137180]
System information
Godot v4.2.beta1 - macOS 13.6.0 - Vulkan (Mobile) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)
Issue description
It appears something has broken in compiling shaders (maybe visual shaders) using instance shader uniforms in the Mobile renderer. Opening a scene where one is used gives me the following errors:
Followed by 27000+ error lines of what looks like complete printouts of some very long godot internal shaders like servers/rendering/renderer_rd/shader_rd.cpp
Considering the number of shader compilation errors lines, perhaps it would be a good idea to limit the output of full shader code? As this probably does not contribute to making the issue easier to find and also slows down the interface a little in cases like this.
Steps to reproduce
Open the attached empty project with just a material referencing a visual shader.
If it's not selected already, select the material in the FileSystem browser to get the errors.
Minimal reproduction project
InstanceShaderTest.zip
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