precision highp float;
attribute vec3 InPosition;
attribute vec3 InNormal;
attribute vec4 InDiffuse;
attribute vec2 InTexCoord0;
uniform vec4 FogDistance;
uniform mat4 LocalToScreen;
uniform mat4 LocalToView;
uniform vec4 CorrosionUVScale;
varying vec4 Diffuse;
varying vec2 TexCoord0;
varying vec4 Normal;
varying vec4 ExtraInterpolation;
varying vec4 CorrosionTexCoord;
void main( )
{
gl_Position = LocalToScreen * vec4( InPosition, 1.0 );
Diffuse = InDiffuse;
TexCoord0 = InTexCoord0;
Normal = LocalToView * vec4( InNormal, 0.0 );
Normal.xyz = normalize( Normal.xyz );
vec4 ViewSpacePos = LocalToView * vec4( InPosition, 1.0 );
float PosToCameraDistance = length( ViewSpacePos.xyz );
ExtraInterpolation.x = clamp( ( FogDistance.y - PosToCameraDistance ) / ( FogDistance.y - FogDistance.x ), 0.0, 1.0 );
CorrosionTexCoord.xy = TexCoord0.xy * CorrosionUVScale.xy;
CorrosionTexCoord.zw = CorrosionTexCoord.xy + CorrosionUVScale.zw;
}
on device the galaxy K room( samsung GPU malit628) when compling this shader, the error happens:
0:1: F0002: Internal compiler error.
Please contact support-mali@arm.com
with the shader causing
the problem, along with this error message.
does some know how to fix it? thanks a lot!
Hi ak0356120,
Would you mind sharing the matching fragment shader as well? Does the problem occur at glCompileShader or glLinkShader? Thank you.
Kind regards