[Bf-committers] GLSL for Mac
significant.bit at gmail.com
Tue Jan 19 22:47:33 CET 2016
This is true. The GLSL version injected by Blender is based on the OpenGL
version detected at runtime. On Mac this will always be "#version 120"
until we intentionally switch to "#version 150 core" for Blender 2.8.
musician, naturalist, pixel pusher, hacker extraordinaire
On Tue, Jan 19, 2016 at 4:05 PM, Antony Riakiotakis <kalast at gmail.com>
> It's hard to say without seeing the exact error, but keep in mind that
> blender also injects its own version and defines in the source when
> autogenerating the shaders. This can lead to errors since the version
> directive needs to be first in the source file. You might have to tweak the
> default version in blender's C source itself, check for
> gpu_shader_standard_defines in file gpu_shader.c
> On 19 January 2016 at 20:14, CGLabs <cglabs at mail.com> wrote:
> > Hello,
> > I am trying to use a modified “gpu_shader_material.glsl” which has
> > variables defined as uint types.
> > The GLSL version that Blender is picking up is 120:
> > #version 120
> > #extension GL_ARB_draw_instanced: enable
> > #extension GL_EXT_gpu_shader4: enable
> > #define GPU_NVIDIA
> > …
> > …
> > …
> > I am getting syntax error for uint when the OpenGL runtime complies the
> > dynamic source code.
> > I am assuming that 120 correlates to OpenGL 1.20 and it seams that uint
> > not supported.
> > Even more odd is that is I replace all uint by unsigned int it GLGS
> > compiler is “happy” and works (despite the fact that OpenGL 1.20 states
> > unsigned as reserved word).
> > Does anyone know what is going on with GLSL’s uint ?
> > My machine: MacBook PRO with NVIDIA GeForce GT 750M 2048 MB
> > Regards,
> > Marcelo Varanda
> > _______________________________________________
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> > Bf-committers at blender.org
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