We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
uniform sampler2D _diffuseMap; varying vec2 texcoord0;
void main() { vec4 diffuseColor = texture2D(_diffuseMap, texcoord0); if (diffuseColor.a < 0.1) discard;
gl_FragColor = vec4(diffuseColor.rgb, diffuseColor.a);
}
compileShader(glslSource, false, true, false) is throwing
[Fault] exception, information=Error: Expected token not seen was: ft1
Without optimization it works. The unoptimized AGAL code is:
tex ft0.xyzw, v0.xyyy, fs0 <2d,wrap,linear> slt ft1.x, ft0.wwww, fc0.xxxx neg ft1.x ft1.x kil ft1.x
mov ft1.xyz, ft0.xyzz mov ft1.w, ft0.wwww mov oc.xyzw, ft1.xyzw
Regards, Georg
The text was updated successfully, but these errors were encountered:
No branches or pull requests
uniform sampler2D _diffuseMap;
varying vec2 texcoord0;
void main()
{
vec4 diffuseColor = texture2D(_diffuseMap, texcoord0);
if (diffuseColor.a < 0.1)
discard;
}
compileShader(glslSource, false, true, false) is throwing
[Fault] exception, information=Error: Expected token not seen was: ft1
Without optimization it works. The unoptimized AGAL code is:
tex ft0.xyzw, v0.xyyy, fs0 <2d,wrap,linear>
slt ft1.x, ft0.wwww, fc0.xxxx
neg ft1.x ft1.x
kil ft1.x
mov ft1.xyz, ft0.xyzz
mov ft1.w, ft0.wwww
mov oc.xyzw, ft1.xyzw
Regards,
Georg
The text was updated successfully, but these errors were encountered: