by dpJudas » Sun Jun 26, 2022 10:02 am
You could at least be a bit more specific. It doesn't crash - it exits with a fatal error:
Execution could not continue.
Shader 'shaders/Desaturate.fp' could not be compiled:
ERROR: 0:1: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 1 compilation errors. No code generated.
Looking at Desaturate.fp that's an error in the mod. Uniform and texture bindings should not be declared in the GLSL files as the C++ code needs to known how to set up the bindings. The only difference between OpenGL and Vulkan here is that the vulkan backend noticed and refused to run. OpenGL here just binds those uniforms to undefined locations and that happened to work by luck.
You could at least be a bit more specific. It doesn't crash - it exits with a fatal error:
Execution could not continue.
Shader 'shaders/Desaturate.fp' could not be compiled:
ERROR: 0:1: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 1 compilation errors. No code generated.
Looking at Desaturate.fp that's an error in the mod. Uniform and texture bindings should not be declared in the GLSL files as the C++ code needs to known how to set up the bindings. The only difference between OpenGL and Vulkan here is that the vulkan backend noticed and refused to run. OpenGL here just binds those uniforms to undefined locations and that happened to work by luck.