I’m using a shader that I’ve been using for a while now to draw an image on the screen. It’s nothing fancy and I’ve copied it below. In Lime 2.7.0 it works fine but in Lime 2.8.0 I get a vertex shader compile error 1280. Can anyone shed any light on this? Is this because of the new Angle support?
This is using Neko on a Windows 10 machine.
attribute vec2 aVertexPosition;
attribute vec4 aVertexColor;
attribute vec2 aVertexUV;
uniform mat4 uProjectionMatrix;
varying vec4 vVertexColor;
varying vec2 vVertexUV;
void main(void) {
vVertexColor = aVertexColor;
vVertexUV = aVertexUV;
gl_Position = uProjectionMatrix * vec4(aVertexPosition, 0.0, 1.0);
}
I have just released Lime 2.8.1, which disables ANGLE until we perform more testing. Could you please try and see if that works as you expected?
It’s possible (though?) that your shader needs to specify the precision level, as ANGLE uses GLES instead of GL, and GLES shaders need the extra definition
I enabled the precision level on desktop and this looks like it worked.
It looks like the error 1280 is to do with something else and loading the shaders is the first time in my app I query OpenGL for errors. This error only shows up on Lime 2.8.0 though and disappears for 2.8.1.
It also looks like this error exists before my code is assigned the context so it is something during app initialisation probably on the Lime side of things?