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ekpyron avatar ekpyron commented on August 17, 2024

The code has not been maintained for a while and the drivers have since changed their behavior - you should be able to fix that particular issue by removing the version statement from the shader altogether and loading it in Skybox.cpp with program.CompileShader (GL_VERTEX_SHADER, "shaders/skybox/vertex.glsl", "#version 430 core"); instead - same for the fragment shader (the reason for this issue is that ShaderProgram.cpp adds a #line statement between the header and the actual shader code that still ends up before the #version statement, which the drivers used to accept, but nowadays don't do anymore).

Most likely this won't be the only issue, though - I have the plan to update the code and bring it back to a working condition once I get around to, but don't expect it to happen anytime soon and until then it will probably be quite a challenge to get it to run correctly I'm afraid.

from pbf.

ekpyron avatar ekpyron commented on August 17, 2024

This should finally be solved with commit c60d313

from pbf.

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