Does not give proper GLSL code
I am trying to optimize this vertex shader
uniform mat4 ModelViewMatrix;
uniform vec3 Position;
uniform vec2 Size;
#if __VERSION__ >= 330
layout(location = 0) in vec2 Corner;
layout(location = 3) in vec2 Texcoord;
#else
in vec2 Corner;
in vec2 Texcoord;
#endif
out vec2 uv;
void main(void)
{
uv = Texcoord;
vec4 Center = ModelViewMatrix * vec4(Position, 1.);
gl_Position = ProjectionMatrix * (Center + vec4(Size * Corner, 0., 0.));
}
But when I click optimize I get
R
Seeing similar behavior sometimes.
I had to call it with glVersion = 2 to keep this from happening on a shader using gl_PointCoord - else I got this weird output instead of an error message, for instance.
@zz85 It might be a good idea to pull up the code.
To have an easy life and be on the safe side, just revert my patch and compile with -fno-strict-aliasing option for now. I got some notifications on the Mesa issue which I filed back then, so an upstream fix will float around eventually.
I recently revived the node script from glslunit to bake GLSL to source files and added optimization based on this tool (work in progress in the glslprep.js repository). This way, it's a single & easy to invoke build step without native code to be packaged. It takes a template for the wrapper source code, so should adapt to pretty much anything.
@tschw How can I do that ?
@SuicSoft https://github.com/tschw/glslprep.js/blob/gh-pages/src/glslunit/compiler/preprocessor.js#L238-L265