by dpJudas » Sun Jul 28, 2019 1:28 pm
They are defining their own texture sampler objects (instead of using the ones already defined). It happened to work in OpenGL by chance because they get automatically bound.
We could make the errors non-fatal and have it just not perform the pass if it doesn't compile.
They are defining their own texture sampler objects (instead of using the ones already defined). It happened to work in OpenGL by chance because they get automatically bound.
We could make the errors non-fatal and have it just not perform the pass if it doesn't compile.