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out vec3 light;
void main() {
light = vec3(1.0);
}
Even if the mangler is instructed to not mangle externals, the second shaders external light will be mangled.
The text was updated successfully, but these errors were encountered:
dekdevy
changed the title
externals are mangled if a non-external was previously written to the mangleMap
externals are mangled if a non-external with the same name is in the mangleMap
Apr 3, 2023
This also applies to vector selectors, happening for the same reason. ( I suppose it will apply to pretty much everything that would otherwise be prevented from being mangled in the checks that come after the manglemap lookup )
I havent explicitly checked, but this would probably also happen within a single shader.
float x = 1.0;
=> float a=1.0;
vec3 test = vec3(1.0);
test.x = 5.0;
=>vec3 b=vec3(1.0);b.a=5.0;
Shader 1:
Shader 2:
Even if the mangler is instructed to not mangle externals, the second shaders external
light
will be mangled.The text was updated successfully, but these errors were encountered: