GLSL: Fix bug setting component=0 for an auto-location assignment.
Setting component=0 is later taken to mean the shader did so, which is not always legal. It should instead set the component as not set by the shader.
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7 changed files with 21 additions and 22 deletions
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@ -233,7 +233,7 @@ ERROR: node is still EOpNull!
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0:? 'start2' ( const int)
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0:? 5 (const int)
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0:? 'v6' (layout( location=19) in 4-component vector of float)
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0:? 'ininst2' ( in block{layout( location=28 component=0) in bool b1, layout( location=29 component=0) in float f1, layout( location=25) in float f2})
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0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2})
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0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
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0:? 'bbinst2g' ( out block{layout( xfb_buffer=3 xfb_offset=64) out 4-component vector of float bbv})
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0:? 'bg' (layout( xfb_buffer=1 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
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@ -308,7 +308,7 @@ ERROR: node is still EOpNull!
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0:? 'start2' ( const int)
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0:? 5 (const int)
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0:? 'v6' (layout( location=19) in 4-component vector of float)
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0:? 'ininst2' ( in block{layout( location=28 component=0) in bool b1, layout( location=29 component=0) in float f1, layout( location=25) in float f2})
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0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2})
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0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
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0:? 'bbinst2g' ( out block{layout( xfb_buffer=3 xfb_offset=64) out 4-component vector of float bbv})
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0:? 'bg' (layout( xfb_buffer=1 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
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