On 10-08-11 03:40 PM, Ian Romanick wrote:
I think you overlooked the first error message: "Could not implicitly
convert operands to arithmetic operator" :) We've tried to prevent
cascading error messages, but some cases still slip through. The second
message happens because the type of the expr
On 10-08-11 02:23 PM, Kenneth Graunke wrote:
On Wednesday 11 August 2010 10:13:13 Thomas Jones wrote:
This shader does
not compile with glsl2 and did with the old one
#version 110
void
main() {
gl_TexCoord[1] = gl_MultiTexCoord0*2-1;
gl_Position
This shader does not compile with glsl2 and did with the old one
#version 110
void main() {
gl_TexCoord[1] = gl_MultiTexCoord0*2-1;
gl_Position = gl_Vertex;
}
The compiler gives the message:
0:5(38): error: Could not implicitly convert operands to arithmetic operator
0:5(40): error: Ope
I have a shader that fails to pre-process on the new compiler, but
does compile on the old one, I've reduced it to this:
#ifdef FOO
#if FOO == 4
#elif SAMP == 5
#endif
#endif
void main() { gl_FragData[0] = vec4(0);}
I think it might be mis-nesting the #elif since it succeeds if I
change it to: