I’m completely unable to get the sample OpenFL project running on Windows. It builds and runs correctly for Flash and HTML5 but on Windows it produces a long stream of audio and shader errors and finally opens a window with just black in it:
AL lib: (EE) MMDevApiOpenPlayback: Device init failed: 0x80004005
Shader.hx:244: Could not compile the shader:
Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "!" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: attribute vec2 openfl_aPosition;
attribute vec2 openfl_aTexCoord0;
attribute vec4 openfl_aColor;
uniform mat3 openfl_uProjectionMatrix;
uniform bool openfl_uUseColorTransform;
varying vec2 openfl_vTexCoord;
varying vec4 openfl_vColor;
void main(void) {
gl_Position = vec4((openfl_uProjectionMatrix * vec3(openfl_aPosition, 1.0)).xy, 0.0, 1.0);
openfl_vTexCoord = openfl_aTexCoord0;
if(openfl_uUseColorTransform)
openfl_vColor = openfl_aColor;
else
openfl_vColor = vec4(openfl_aColor.bgr * openfl_aColor.a, openfl_aColor.a);
}
Shader.hx:244: Could not compile the shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "8" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D openfl_uSampler0;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
uniform bool openfl_uUseColorTransform;
varying vec2 openfl_vTexCoord;
varying vec4 openfl_vColor;
vec4 colorTransform(const vec4 color, const vec4 tint, const vec4 multiplier, const vec4 offset) {
if(!openfl_uUseColorTransform) {
return color * tint;
}
vec4 unmultiply;
if (color.a == 0.0) {
unmultiply = vec4(0.0, 0.0, 0.0, 0.0);
} else {
unmultiply = vec4(color.rgb / color.a, color.a);
}
vec4 result = unmultiply * tint * multiplier;
result = result + offset;
result = clamp(result, 0., 1.);
result = vec4(result.rgb * result.a, result.a);
return result;
}
void main(void) {
vec4 tc = texture2D(openfl_uSampler0, openfl_vTexCoord);
gl_FragColor = colorTransform(tc, openfl_vColor, openfl_uColorMultiplier, openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#90) Syntax error: ERROR___CPP_EOL_IN_STRING
ERROR: 0:1: error(#132) Syntax error: "<" parse error
ERROR: error(#273) 2 compilation errors. No code generated
Shader.hx:245: attribute vec2 openfl_aPosition;
uniform mat3 openfl_uTranslationMatrix;
uniform mat3 openfl_uProjectionMatrix;
uniform vec4 openfl_uColor;
uniform float openfl_uAlpha;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
varying vec4 vColor;
vec4 colorTransform(const vec4 color, const float alpha, const vec4 multiplier, const vec4 offset) {
vec4 result = color * multiplier;
result.a *= alpha;
result = result + offset;
result = clamp(result, 0., 1.);
result = vec4(result.rgb * result.a, result.a);
return result;
}
void main(void) {
gl_Position = vec4((openfl_uProjectionMatrix * openfl_uTranslationMatrix * vec3( openfl_aPosition, 1.0)).xy, 0.0, 1.0);
vColor = colorTransform(openfl_uColor, openfl_uAlpha, openfl_uColorMultiplier, openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:? : error(#132) Syntax error: "l" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
Shader.hx:244: Could not compile the shader:
Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "P" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: attribute vec2 openfl_aPosition;
uniform mat3 openfl_uTranslationMatrix;
uniform mat3 openfl_uProjectionMatrix;
uniform mat3 openfl_uPatternMatrix;
varying vec2 vPosition;
void main(void) {
gl_Position = vec4((openfl_uProjectionMatrix * openfl_uTranslationMatrix * vec3( openfl_aPosition, 1.0)).xy, 0.0, 1.0);
vPosition = (openfl_uPatternMatrix * vec3(openfl_aPosition, 1)).xy;
}
Shader.hx:244: Could not compile the shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "]" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
uniform float openfl_uAlpha;
uniform vec2 openfl_uPatternTL;
uniform vec2 openfl_uPatternBR;
uniform sampler2D openfl_uSampler0;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
varying vec2 vPosition;
vec4 colorTransform(const vec4 color, const float alpha, const vec4 multiplier, const vec4 offset) {
vec4 unmultiply = vec4(color.rgb / color.a, color.a);
vec4 result = unmultiply * multiplier;
result.a *= alpha;
result = result + offset;
result = clamp(result, 0., 1.);
result = vec4(result.rgb * result.a, result.a);
return result;
}
void main(void) {
vec2 pos = mix(openfl_uPatternTL, openfl_uPatternBR, vPosition);
vec4 tcol = texture2D(openfl_uSampler0, pos);
gl_FragColor = colorTransform(tcol, openfl_uAlpha, openfl_uColorMultiplier, openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "h" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: attribute vec2 openfl_aPosition;
attribute vec2 openfl_aTexCoord0;
attribute vec4 openfl_aColor;
uniform mat3 openfl_uProjectionMatrix;
varying vec2 vTexCoord;
varying vec4 vColor;
void main(void) {
gl_Position = vec4((openfl_uProjectionMatrix * vec3(openfl_aPosition, 1.0)).xy, 0.0, 1.0);
vTexCoord = openfl_aTexCoord0;
vColor = openfl_aColor.bgra;
}
Shader.hx:244: Could not compile the shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "s" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D openfl_uSampler0;
uniform vec3 openfl_uColor;
uniform bool openfl_uUseTexture;
uniform float openfl_uAlpha;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
varying vec2 vTexCoord;
varying vec4 vColor;
vec4 tmp;
vec4 colorTransform(const vec4 color, const vec4 tint, const vec4 multiplier, const vec4 offset) {
vec4 unmultiply = vec4(color.rgb / color.a, color.a);
vec4 result = unmultiply * tint * multiplier;
result = result + offset;
result = clamp(result, 0., 1.);
result = vec4(result.rgb * result.a, result.a);
return result;
}
void main(void) {
if(openfl_uUseTexture) {
tmp = texture2D(openfl_uSampler0, vTexCoord);
} else {
tmp = vec4(openfl_uColor, 1.);
}
gl_FragColor = colorTransform(tmp, vColor, openfl_uColorMultiplier, openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "<" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: attribute vec2 openfl_aPosition;
attribute vec4 openfl_aColor;
uniform mat3 openfl_uTranslationMatrix;
uniform mat3 openfl_uProjectionMatrix;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
uniform float openfl_uAlpha;
varying vec4 vColor;
vec4 colorTransform(const vec4 color, const float alpha, const vec4 multiplier, const vec4 offset) {
vec4 result = color * multiplier;
result.a *= alpha;
result = result + offset;
result = clamp(result, 0., 1.);
result = vec4(result.rgb * result.a, result.a);
return result;
}
void main(void) {
gl_Position = vec4((openfl_uProjectionMatrix * openfl_uTranslationMatrix * vec3( openfl_aPosition, 1.0)).xy, 0.0, 1.0);
vColor = colorTransform(openfl_aColor, openfl_uAlpha, openfl_uColorMultiplier, openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
Fragment shader failed to compile with the following errors:
ERROR: 0:? : error(#132) Syntax error: "l" parse error
ERROR: error(#273) 1 compilation errors. No code generated
Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
varying vec4 vColor;
void main(void) {
gl_FragColor = vColor;
}
I used the haxe installer from the website:
Haxe Compiler 3.2.1 - (C)2005-2015 Haxe Foundation
My haxelib list reads:
actuate: [1.8.6]
hxcpp: [3.2.193]
lime: [2.8.2]
openfl-samples: [3.3.1]
openfl: [3.5.3]
swf: [2.1.6]
I have no idea how to proceed, none of the projects I try to build on Windows will run, they all just spout this long set of errors. Unfortunately I don’t have any of my old exes to test if this is a build problem or a problem with my system itself. The baffling part is this was all working fine until I reinstalled Windows 10 from scratch on a new drive. I’ve tried wiping haxe and everything inside it and reinstalling from scratch but nothing changed.
Any ideas?