Results 199 comments of kas1e

Aha got it, so it based just on the uniq sequence in hope that will never repeats anywhere. Uhm, but if we will have 10 different shaders with the same...

Yeah, let's try step by step, will see how many hacks it may needs. But those things are fixable only by hacks, nothing like general solution in generated code can...

Tested more shaders for the game: many of them have that error, but good for us it always seems ```att *= 500``` stuf. There is also another set of shaders...

just tried at top that: ``` static const hack_t gl4es_hacks[] = { // Worlds //1 {"att *= 500;", 1, {"att *= 500.0;",}}, //2 {"texel1 = texel1 + _gl4es_LightModel.ambient * 2;",...

Spaces/tabs also taken into account I assume?

Strange .. just copy+paste the line exactly from shader.. And from ```LIBGL_LOGSHADERERROR``` if it still spawns (because of other error for example) I should see that ```2``` changes on ```2.0```,...

Ah damn crap, we change ORIGINAL lines, not shaderconv generated :))

Done with 3 hacks, now next shader which doesn't know how to fix (even version change dind't help): ``` ERROR: 56:1: 'texture2D' : no matching overloaded function found ERROR: 56:1:...

Yeah, replaced that line, but now for that shader still have those errors: ``` ERROR: 71:1: 'assign' : cannot convert from ' smooth in mediump 4-component vector of float' to...

replaced in 2 other places on ```.xy``` at the end, and then it fails seems so on ```bloom/=pass```, which seems related to issues that bloom are vec4, but the pass...