bruneton-sky-model
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Release is failing to compile shaders and after fixing the errors the screen remains black.
When starting the release I get the following errors:
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Fri Nov 18 15:46:07 2022
Log Started.
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[ 15:46:07 | INFO ] : Successfully initialized platform! , FILE : application.cpp , LINE : 145
[ 15:46:07 | ERROR ] : OPENGL: Shader compilation failed: Fragment shader failed to compile with the following errors:
ERROR: 0:751: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1195: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1223: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1586: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1605: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1836: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1855: error(#168) Reserved built-in name: gl_frag_co , FILE : ogl.cpp , LINE : 1148
[ 15:46:07 | ERROR ] : OPENGL: Shader program linking failed: Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
, FILE : ogl.cpp , LINE : 1211
[ 15:46:07 | ERROR ] : OPENGL: Failed to get Uniform Block Index for Uniform Buffer : u_GlobalUBO , FILE : ogl.cpp , LINE : 1273
[ 15:46:08 | ERROR ] : OPENGL: Shader compilation failed: Fragment shader failed to compile with the following errors:
ERROR: 0:751: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1195: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1223: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1586: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1605: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1836: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1855: error(#168) Reserved built-in name: gl_frag_co , FILE : ogl.cpp , LINE : 1148
[ 15:46:08 | ERROR ] : OPENGL: Shader program linking failed: Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
, FILE : ogl.cpp , LINE : 1211
[ 15:46:08 | ERROR ] : OPENGL: Failed to get Uniform Block Index for Uniform Buffer : u_GlobalUBO , FILE : ogl.cpp , LINE : 1273
[ 15:46:08 | ERROR ] : OPENGL: Shader compilation failed: Compute shader failed to compile with the following errors:
ERROR: 0:763: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1207: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1235: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1598: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1617: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1848: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1867: error(#168) Reserved built-in name: gl_frag_coo , FILE : ogl.cpp , LINE : 1148
[ 15:46:08 | ERROR ] : Failed to load shaders , FILE : atmosphere_model.cpp , LINE : 70
[ 15:46:08 | ERROR ] : OPENGL: Shader compilation failed: Compute shader failed to compile with the following errors:
ERROR: 0:763: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1207: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1235: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1598: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1617: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1848: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1867: error(#168) Reserved built-in name: gl_frag_coo , FILE : ogl.cpp , LINE : 1148
[ 15:46:08 | ERROR ] : Failed to load shaders , FILE : atmosphere_model.cpp , LINE : 73
[ 15:46:08 | ERROR ] : OPENGL: Shader compilation failed: Compute shader failed to compile with the following errors:
ERROR: 0:763: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1207: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1235: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1598: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1617: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1848: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1867: error(#168) Reserved built-in name: gl_frag_coo , FILE : ogl.cpp , LINE : 1148
[ 15:46:08 | ERROR ] : Failed to load shaders , FILE : atmosphere_model.cpp , LINE : 76
[ 15:46:08 | ERROR ] : OPENGL: Shader compilation failed: Compute shader failed to compile with the following errors:
ERROR: 0:763: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1207: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1235: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1598: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1617: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1848: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1867: error(#168) Reserved built-in name: gl_frag_coo , FILE : ogl.cpp , LINE : 1148
[ 15:46:08 | ERROR ] : Failed to load shaders , FILE : atmosphere_model.cpp , LINE : 79
[ 15:46:08 | ERROR ] : OPENGL: Shader compilation failed: Compute shader failed to compile with the following errors:
ERROR: 0:763: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1207: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1235: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1598: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1617: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1848: error(#168) Reserved built-in name: gl_frag_coord
ERROR: 0:1867: error(#168) Reserved built-in name: gl_frag_coo , FILE : ogl.cpp , LINE : 1148
[ 15:46:08 | ERROR ] : Failed to load shaders , FILE : atmosphere_model.cpp , LINE : 82
[ 15:46:09 | ERROR ] : OPENGL: Shader compilation failed: Compute shader failed to compile with the following errors:
ERROR: 0:763: error(#168) Reserved built-in name: gl_frag_coord
ERROR: error(#273) 1 compilation errors. No code generated
, FILE : ogl.cpp , LINE : 1148
[ 15:46:09 | ERROR ] : Failed to load shaders , FILE : atmosphere_model.cpp , LINE : 85
After replacing all occurences of gl_frag_coord
it starts but the screen remains black.
I'm not sure how it is supposed to be but in render doc the transmittance texture and single mie scattering texture seem to be completely transparent black (0.0, 0.0, 0.0, 0.0) except the first slice which is opaque black (0.0, 0.0, 0.0, 1.0) Scattering texture looks fine to me and irradiance texture is completely black except the last row of pixels fading from black to blue.
Any idea how to fix it or even what goes wrong here?
GPU: RX 580 OS: Win10