Uploaded image for project: 'Qt'
  1. Qt
  2. QTBUG-79768

cullingMode: Material.DisableCulling fails shader complation

    XMLWordPrintable

Details

    • Bug
    • Resolution: Fixed
    • P1: Critical
    • 5.14
    • 5.14.0 Beta2
    • Quick: 3D
    • None

    Description

      The following material fails shader compilation:

          materials: DefaultMaterial {
              id: material
              emissiveColor: "white"
              lighting: DefaultMaterial.NoLighting
              cullingMode: Material.DisableCulling
          } 
      [27464] QSSG.internal_error: Failed to generate fragment shader!!
      [27464] QSSG.internal_error: Fragment source:
      [27464] #version 410
      [27464] #define texture2D texture
      [27464] #extension GL_ARB_gpu_shader5 : enable
      [27464] #extension GL_ARB_shader_image_load_store : enable
      [27464] #extension GL_ARB_shader_atomic_counters : enable
      [27464] #extension GL_ARB_shader_storage_buffer_object : enable
      [27464] #extension GL_KHR_blend_equation_advanced : enable
      [27464] #if __VERSION__ >= 330
      [27464] #define varying in
      [27464] #define texture2D texture
      [27464] #define gl_FragColor fragOutput
      [27464] layout(blend_support_all_equations) out;
      [27464]  out vec4 fragOutput;
      [27464] #else
      [27464] #define fragOutput gl_FragData[0]
      [27464] #endif
      [27464] //Shader name -mesh subset pipeline-- ;lightCount=0;specularModel=Default;;diffuseMap={;;;;};diffuseMap_swizzle={;;;;};emissiveMap={;;;;};emissiveMap_swizzle={;;;;};specularMap={;;;;};specularMap_swizzle={;;;;};opacityMap={;;;;};opacityMap_swizzle={;;;;};bumpMap={;;;;};bumpMap_swizzle={;;;;};specularAmountMap={;;;;};specularAmountMap_swizzle={;;;;};normalMap={;;;;};normalMap_swizzle={;;;;};displacementMap={;;;;};displacementMap_swizzle={;;;;};translucencyMap={;;;;};translucencyMap_swizzle={;;;;};lightmapIndirect={;;;;};lightmapIndirect_swizzle={;;;;};lightmapRadiosity={;;;;};lightmapRadiosity_swizzle={;;;;};lightmapShadow={;;;;};lightmapShadow_swizzle={;;;;};roughnessMap={;;;;};roughnessMap_swizzle={;;;;};baseColorMap={;;;;};baseColorMap_swizzle={;;;;};metalnessMap={;;;;};metalnessMap_swizzle={;;;;};occlusionMap={;;;;};occlusionMap_swizzle={;;;;};tessellationMode={noTessellation=true;;;};isDoubleSided=true;alphaMode=Default;
      [27464] #define QSSG_ENABLE_LIGHT_PROBE 0
      [27464] #define QSSG_ENABLE_LIGHT_PROBE_2 0
      [27464] #define QSSG_ENABLE_IBL_FOV 0
      [27464] #define QSSG_ENABLE_SSM 0
      [27464] #define QSSG_ENABLE_SSAO 0
      [27464] #define QSSG_ENABLE_SSDO 0
      [27464] #define QSSG_ENABLE_CG_LIGHTING 0
      [27464] 
      [27464] // begin "doubleSided.glsllib"
      [27464]  
      [27464] // Inverts N when rendering a backface 
      [27464] vec3 adjustNormalForFace(in vec3 N, in vec3 position) 
      [27464] { 
      [27464]     vec3 fdx = dFdx(position); 
      [27464]     vec3 fdy = dFdy(position); 
      [27464]     vec3 faceNormal = normalize(cross(fdx, fdy)); 
      [27464]     if (dot (N, faceNormal) < 0.0) { 
      [27464]         N *= -1.0; 
      [27464]     } 
      [27464]     return N; 
      [27464] } 
      [27464] 
      [27464] // end "doubleSided.glsllib"
      [27464] 
      [27464] 
      [27464] 
      [27464] uniform vec4 material_properties;
      [27464] uniform vec3 material_diffuse;
      [27464] uniform vec4 base_color;
      [27464] 
      [27464] 
      [27464] void main()
      [27464] {
      [27464]  float object_opacity = material_properties.a;
      [27464]     vec3 vertColor = vec3(1.0);
      [27464]     world_normal = adjustNormalForFace(world_normal, varWorldPos);
      [27464] 
      [27464]     vec3 diffuseColor = base_color.rgb;
      [27464]     vec4 global_diffuse_light = vec4(0.0, 0.0, 0.0, object_opacity * base_color.a);
      [27464]     vec3 global_specular_light = vec3(0.0, 0.0, 0.0);
      [27464]     global_diffuse_light.rgb += diffuseColor.rgb * material_diffuse.rgb;
      [27464]     fragOutput = vec4(clamp(vertColor * global_diffuse_light.xyz + global_specular_light.xyz, 0.0, 65519.0), global_diffuse_light.a);
      [27464] }
      [27464] 
      [27464] QSSG.invalid_operation: Fragment compilation output:: 0(53) : error C1503: undefined variable "world_normal"
      [27464] QSSG.invalid_operation: Fragment compilation output:: 0(53) : error C1503: undefined variable "world_normal"
      [27464] QSSG.invalid_operation: Fragment compilation output:: 0(53) : error C1503: undefined variable "varWorldPos"
      [27464] QSSG.invalid_operation: Fragment compilation output:: 
      

      Attachments

        No reviews matched the request. Check your Options in the drop-down menu of this sections header.

        Activity

          People

            inho Inho Lee
            e0348803 Miikka Heikkinen
            Votes:
            0 Vote for this issue
            Watchers:
            2 Start watching this issue

            Dates

              Created:
              Updated:
              Resolved:

              Gerrit Reviews

                There are no open Gerrit changes