Seems to be a problem with PassSimple
. Changing them to PassMain
fixes the issue.
Oops I didn't mean to do if (false)
but if (true)
instead.
I was also confused at the logic of the sel_data
. If we want to remove uneeded objects out of bounds, then it is to the draw…
After merging main I noticed there's now a division by zero error popping up during the compilation of common_hair_lib.glsl.
Yeah, we are aware about this. We need to find a good workaround…
I simplified the regex quite much. They should work now for MSVC without stack overflow.
The code is still the same level of readability (aka. not worse). So I believe we can move forward on…
Since recently, we add shaders to be compilable into C++ for checking they work on metal. For this to work, you need to include the create info file inside the shader file and add VERTEX_SHADER_CREATE_INFO(gpu_shader_2D_node_socket_inst)
and FRAGMENT_SHADER_CREATE_INFO(gpu_shader_2D_node_socket_inst)
to the top of each respective shader file.
I don't even understand how this is compiling. Move all of these globals into main
function.