Funkin
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[CRASH] Shader error makes Freeplay inaccessible
Please check for duplicates or similar issues, as well performing simple troubleshooting steps (such as clearing cookies, clearing AppData, trying another browser) before submitting an issue.
If you are playing the game in a browser, what site are you playing it from?
- [ ] Newgrounds
- [X] Itch.io? Specify below
-
- [X] Windows
-
- [ ] Mac
-
- [ ] Linux
If you are playing the game in a browser, what browser are you using?
- [ ] Google Chrome (or chomium based like Brave, vivaldi, MS Edge)
- [ ] Firefox
- [ ] Safari
What version of the game are you using? Look in the bottom left corner of the main menu. (ex: 0.2.7, 0.2.1, shit like that)
0.3.0 PROTOTYPE
Have you identified any steps to reproduce the bug? If so, please describe them below in as much detail as possible. Use images if possible.
Please describe your issue. Provide extensive detail and images if possible.
Everytime I open Freeplay, it displays a long error that goes outside the screen (vertically) and crashes
If you're game is FROZEN and you're playing a web version, press F12 to open up browser dev window, and go to console, and copy-paste whatever red error you're getting
This may be an issue related to your computer's graphics drivers. Can you try checking for driver updates in Windows Update?
Also, if you press CTRL+C, you can copy that error message and paste it into Notepad. This works for many common error message boxes in Windows.
This may be an issue related to your computer's graphics drivers. Can you try checking for driver updates in Windows Update?
It seems that it's more of an AMD issue than an installed driver issue. Idk really.
btw I forgot to put the full error message:
Error
[openfl.display.Shader] ERROR: Error compiling fragment shader Fragment shader failed to compile with the following errors: ERROR: 0:65: error(#132) Syntax error: "sample" parse error ERROR: error(#273) 1 compilation errors. No code generated
#version 100
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
varying float openfl_Alphav;
varying vec4 openfl_ColorMultiplierv;
varying vec4 openfl_ColorOffsetv;
varying vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D bitmap;
uniform bool hasTransform;
uniform bool hasColorTransform;
vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)
{
vec4 color = texture2D(bitmap, coord);
if (!hasTransform)
{
return color;
}
if (color.a == 0.0)
{
return vec4(0.0, 0.0, 0.0, 0.0);
}
if (!hasColorTransform)
{
return color * openfl_Alphav;
}
color = vec4(color.rgb / color.a, color.a);
mat4 colorMultiplier = mat4(0);
colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
colorMultiplier[3][3] = openfl_ColorMultiplierv.w;
color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
if (color.a > 0.0)
{
return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
}
return vec4(0.0, 0.0, 0.0, 0.0);
}
uniform vec2 size;
uniform vec4 color;
void main()
{
vec4 sample = flixel_texture2D(bitmap, openfl_TextureCoordv);
if (sample.a == 0.) {
float w = size.x / openfl_TextureSize.x;
float h = size.y / openfl_TextureSize.y;
if (flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x + w, openfl_TextureCoordv.y)).a != 0.
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x - w, openfl_TextureCoordv.y)).a != 0.
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y + h)).a != 0.
|| flixel_texture2D(bitmap, vec2(openfl_TextureCoordv.x, openfl_TextureCoordv.y - h)).a != 0.)
sample = color;
}
gl_FragColor = sample;
}
OK
I believe I have a fix for this issue incoming.
hell yeah tysm eric we love you
so how do i fix this issue since im having it
so how do i fix this issue since im having it
You'll have to wait for the update to come out
This should be fixed in v0.3.3.