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get error log of shader if it fails to compile #137
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This would be a good addition when debugging! What do you think @WillPower3309? :) |
I seem to get duplicated error messages, one from wlroots and the one that you're outputting |
How are you erroring? maybe wlroots added error messages? (or had them and I didn't know so I made this). |
Just some simple syntax errors like removing semicolon and bracket |
Maybe you're not getting duplicates? Do you only do one error at a time or multiple? Because if you have multiple errors it tells you every error instead of just the first one. Otherwise I'm not sure of what you're seeing |
I'm sometimes getting more info from the built-in error output. Example: diff --git a/sway/desktop/shaders/tex.frag b/sway/desktop/shaders/tex.frag
index 40320f9b..c161bd03 100644
--- a/sway/desktop/shaders/tex.frag
+++ b/sway/desktop/shaders/tex.frag
@@ -47,7 +47,7 @@ void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
vec3 irgb = pixColor.rgb;
vec3 target = vec3(dot(irgb, saturation_weight));
- color = vec4(mix(target, irgb, saturation), pixColor.a);
+ color = vec4(mix(target, irgb), pixColor.a);
}
// Dimming
gl_FragColor = mix(color, dim_color, dim) * alpha;
@@ -55,9 +55,9 @@ void main() {
if (!has_titlebar || gl_FragCoord.y - position.y > radius) {
vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);
if (max(corner_distance.x, corner_distance.y) < radius) {
- float d = radius - distance(corner_distance, vec2(radius));
+ float d = radius - distance(corner_distance, vec1(radius));
float smooth = smoothstep(-1.0f, 0.5f, d);
- gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
+ gl_FragColor = mix(vec2(0), gl_FragColor, smooth);
}
}
}
|
logs shader compile error if a shader fails to compile for some reason.
i dunno if you guys want this or not but i made it while fixing the nvidia bug and thought i might as well make a PR. tell me if there's anything you want to change.