gl4es
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FPE Custom Fragment shader compile failed: 0:11: S0024: Symbol '_gl4es_AlphaRef' redeclared
LIBGL: FPE Custom Fragment shader compile failed: 0:11: S0024: Symbol '_gl4es_AlphaRef' redeclared
LIBGL: Error while compiling shader 70. Original source is:
// FPE_Shader generated
// ** Fragment Shader **
// lighting=0, alpha=1, secondary=0, planes=000000, texturing=1 point=0
varying vec4 Color;
varying vec2 _gl4es_TexCoord_0;
uniform sampler2D _gl4es_TexSampler_0;
uniform float _gl4es_AlphaRef;
uniform float _gl4es_AlphaRef;
void _gl4es_main() {
vec4 fColor = Color;
vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0);
// Texture 0 active: 2, texenv=0, format=1
fColor.rgb *= texColor0.rgb;
// Alpha Test, fct=5
if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
gl_FragColor = fColor;
}void main() {
_gl4es_main();
// Alpha Test, fct=5
if (floor(gl_FragColor.a*255.) <= _gl4es_AlphaRef) discard;
}
=======
ShaderConv Source is:
#version 100
precision mediump float;
precision mediump int;
// FPE_Shader generated
// ** Fragment Shader **
// lighting=0, alpha=1, secondary=0, planes=000000, texturing=1 point=0
varying vec4 Color;
varying vec2 _gl4es_TexCoord_0;
uniform sampler2D _gl4es_TexSampler_0;
uniform float _gl4es_AlphaRef;
uniform float _gl4es_AlphaRef;
void _gl4es_main() {
vec4 fColor = Color;
vec4 texColor0 = texture2D(_gl4es_TexSampler_0, _gl4es_TexCoord_0);
// Texture 0 active: 2, texenv=0, format=1
fColor.rgb *= texColor0.rgb;
// Alpha Test, fct=5
if (floor(fColor.a*255.) <= _gl4es_AlphaRef) discard;
gl_FragColor = fColor;
}void main() {
_gl4es_main();
// Alpha Test, fct=5
if (floor(gl_FragColor.a*255.) <= _gl4es_AlphaRef) discard;
}
=======
Compiler message is
0:11: S0024: Symbol '_gl4es_AlphaRef' redeclared
LIBGL: End of Error log
Oh, that's odd.
I'll try to take a look at this in the next few days.
This was with gl4es 1.1.4 with alephone and some replacement shaders to work around the issue explained in #298
1.1.4? Is the bug still there with current sources?
Still happens with the current commit
Ok, I'll check later.