### [SOLVED] Opendungeons : RTShader System generates wrong shaders

Posted:

**Wed Feb 05, 2020 10:32 am**system: OpenSuse 15.1 x64

ogreversion : Ogre 12 2 0

graphic : nvidia 750gtx, NVIDIA Driver Version: 435.21

shaders: RTShader System

As in topic,

After upgrade for Opendungeons : https://github.com/tomluchowski/OpenDun ... ode-polish , and running game I keep getting shader errors :

Here's generated, aforementionded shader :

How such a noob as I fix that ?

ogreversion : Ogre 12 2 0

graphic : nvidia 750gtx, NVIDIA Driver Version: 435.21

shaders: RTShader System

As in topic,

After upgrade for Opendungeons : https://github.com/tomluchowski/OpenDun ... ode-polish , and running game I keep getting shader errors :

High-level program 'ac67f8fa97b37639bf05ec5ffa16a68d_VS' is not supported: 'ac67f8fa97b37639bf05ec5ffa16a68d_VS' 0(58) : error C1035: assignment of incompatible types

Here's generated, aforementionded shader :

Code: Select all

```
#version 460
#define texture1D texture
#define texture2D texture
#define shadow2DProj textureProj
#define texture3D texture
#define textureCube texture
#define texture2DLod textureLod
//-----------------------------------------------------------------------------
// Program Type: Vertex shader
// Language: glsl
// Created by Ogre RT Shader Generator. All rights reserved.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// FORWARD DECLARATIONS
//-----------------------------------------------------------------------------
void FFP_Transform(in mat3, in vec3, out vec3);
void FFP_Transform(in mat4, in vec4, out vec3);
void FFP_Transform(in mat4, in vec4, out vec4);
//-----------------------------------------------------------------------------
// GLOBAL PARAMETERS
//-----------------------------------------------------------------------------
uniform mat4 worldviewproj_matrix;
uniform vec3 camera_position;
uniform mat4 world_matrix;
uniform mat3 inv_world_rotation_matrix0;
uniform vec4 light_position;
uniform mat3 inv_world_rotation_matrix1;
//-----------------------------------------------------------------------------
// Function Name: main
// Function Desc: Vertex Program Entry point
//-----------------------------------------------------------------------------
in vec4 vertex;
in vec3 normal;
in vec4 uv0;
out vec2 iTexcoord2_0;
out vec3 iTexcoord3_1;
out vec4 iTexcoord4_2;
void main(void) {
vec4 lLocalParam_0;
vec4 lLocalParam_1;
vec3 lNormalMapTempDir;
vec3 lLocalParam_3;
FFP_Transform(worldviewproj_matrix, vertex, gl_Position);
lLocalParam_0 = vec4(1.00000,1.00000,1.00000,1.00000);
lLocalParam_1 = vec4(0.00000,0.00000,0.00000,0.00000);
iTexcoord2_0 = uv0.xy;
FFP_Transform(world_matrix, vertex, lLocalParam_3);
lNormalMapTempDir = camera_position.xyz-lLocalParam_3.xyz;
FFP_Transform(inv_world_rotation_matrix1, lNormalMapTempDir, lNormalMapTempDir);
iTexcoord3_1 = lNormalMapTempDir;
lNormalMapTempDir = light_position.xyz-lLocalParam_3;
FFP_Transform(inv_world_rotation_matrix1, lNormalMapTempDir, lNormalMapTempDir);
iTexcoord4_2 = lNormalMapTempDir;
}
```