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Godot version
System information
Windows 10, GTX 1060
Issue description
Currently, all boolean types (bool, bvec2, bvec3, bvec4) in form of instance uniform seems doesn't assigned before passed to the shader:
Steps to reproduce
Create a shader like that, assign it to shader material & mesh, and try to change it through inspector or via code:
shader_type spatial;
instance uniform bool test;
void fragment() {
ALBEDO = vec3(1, 0, 0);
if(test) {
ALBEDO = vec3(0, 1, 0);
}
}
All other types should work fine - so changing it to the int type would work. I have no idea why this happening - it assigns values to the uniform buffer correctly at least at the _fill_std140_variant_ubo_value function.
Minimal reproduction project
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