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I have a GLSL fragment shader that the OpenGL drivers compile fine, but glslls gives errors like the following:
#version330 core
...
flatoutint frag_type; ■ 'location' : SPIR-V requires location for user input/output
i.e., on all of the inputs in my fragment shader (and the outputs in my vertex shader) I get those error messages about SPIR-V that I don't understand. Am I doing something wrong in how I'm running glslls?
Setup: I'm using Neovim with builtin LSP client + nvim-lspconfig with default setup settings to run glslls.
The text was updated successfully, but these errors were encountered:
@no-more-secrets I created draft PR, that solved this problem for me.
But I don't have exp in c++, and might did smth wrong. Anyway I would appreciate if you tried to test my fixes and provided some feedback if fixes work for you as well.
I have a GLSL fragment shader that the OpenGL drivers compile fine, but glslls gives errors like the following:
i.e., on all of the inputs in my fragment shader (and the outputs in my vertex shader) I get those error messages about SPIR-V that I don't understand. Am I doing something wrong in how I'm running glslls?
Setup: I'm using Neovim with builtin LSP client + nvim-lspconfig with default setup settings to run glslls.
The text was updated successfully, but these errors were encountered: