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Use of undeclared identifier 'va0' in fragment shader #7
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Josh indicated this may be related to: openfl/openfl@03e9c77 |
Ah ok. But how to fix it? |
I ran into this problem too. It doesn't seem possible for the filter to have ever worked before outside of Flash. As of OpenFL 6.0.1, the line
in
There appears to be an attempt at getting it fixed on openfl/openfl#1613 but it still doesn't work since
Doing that change seems to compile without error. One more thing, there is a carryover bug away3d/away3d-core-fp11#566 in the ActionScript source where you must set |
Wow ... |
@chfoo Is there a sensible default we could use in the depth filter, to avoid away3d/away3d-core-fp11#566, do you think? |
The default value is fine, it's just that the original coder forgot to update the constructor in this commit: away3d/away3d-core-fp11@3474bab so |
Thank you so much for your help! I believe I have resolved the problem in our AGAL converter, as well as in Away3D (for the default depth value), but if you guys any further feedback or improvements, please send them our way 😀 |
When I add a depth of field filter, c++, neko, and html5 targets throw an error compiling the fragment shader. Only Flash target works.
There's an example project to replicate this error at: openfl-away3d-filter3d
In that project, a depth of field filter is added:
Mac
When the fragment shader is compiled, it throws error:
In openfl.display3D.Program3D:
Call stack:
Neko
html5
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