Comments (6)
I could try fixing that, but I'd need a shader that reproduces the issue.
from glsl-optimizer.
I fixed the error about 'csel_TODO' by following.
float csel_TODO(bool cond, float val1, float val2)
{
return mix(val1, val2, cond);
}
vec3 csel_TODO(bvec3 cond, vec3 val1, vec3 val2)
{
return vec3 (mix(val1.x, val2.x, cond.x),
mix(val1.y, val2.y, cond.y),
mix(val1.z, val2.z, cond.z));
}
vec2 csel_TODO(bvec2 cond, vec2 val1, vec2 val2)
{
return vec2 (mix(val1.x, val2.x, cond.x),
mix(val1.y, val2.y, cond.y));
}
But now, get the following.
shader info log: ERROR: 0:1145: Swizzle of non-vector primitive bool
ERROR: 0:1765: Swizzle of non-vector primitive bool
ERROR: 0:1798: Swizzle of non-vector primitive bool
ERROR: 0:2495: Swizzle of non-vector primitive bool
ERROR: 0:2506: Swizzle of non-vector primitive bool
Not sure what this error means.
On Thu, Oct 9, 2014 at 8:34 PM, Aras Pranckeviฤius <[email protected]
wrote:
I could try fixing that, but I'd need a shader that reproduces the issue.
โ
Reply to this email directly or view it on GitHub
#73 (comment)
.
from glsl-optimizer.
Fixed the swizzle error too.
the generated shader code has
mediump float tmpvar_463;
rgb_451 = csel_TODO ((tmpvar_463 == 0.0).xxx, rgb_451, tmpvar_470);
provided an implementation of csel_TODO(bool, vec3, vec3).
from glsl-optimizer.
It would be really useful to get the actual source shader that results in this. Then I could fix it properly, instead of you adding workarounds for a glsl optimizer bug...
from glsl-optimizer.
๐
from glsl-optimizer.
I fixed this with jrmuizel@f758ca0
from glsl-optimizer.
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from glsl-optimizer.