DragonMoffon
DragonMoffon
TIPThe Iris Project
Created by DragonMoffon on 4/20/2025 in #iris-issues
Instant Crash when using 330 core.
is there a reason why the patching is so bad it hard crashes?
10 replies
TIPThe Iris Project
Created by DragonMoffon on 4/20/2025 in #iris-issues
Instant Crash when using 330 core.
If I exclude them and just use the composite shaders everything runs fine
10 replies
TIPThe Iris Project
Created by DragonMoffon on 4/20/2025 in #iris-issues
Instant Crash when using 330 core.
Its specifcally something wrong with the terrain shaders
10 replies
TIPThe Iris Project
Created by DragonMoffon on 4/20/2025 in #iris-issues
Instant Crash when using 330 core.
Oh i've also got separatreAo=true but it was crashing before I added that anyway
10 replies
TIPThe Iris Project
Created by DragonMoffon on 4/20/2025 in #iris-issues
Instant Crash when using 330 core.
composite
#version 330 core

uniform mat4 textureMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

in vec3 vaPosition;
in vec2 vaUV0;

out vec2 vs_uv;

void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(vaPosition, 1.0);
vs_uv = (textureMatrix * vec4(vaUV0, 0.0, 1.0)).xy;
}
#version 330 core

uniform mat4 textureMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

in vec3 vaPosition;
in vec2 vaUV0;

out vec2 vs_uv;

void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(vaPosition, 1.0);
vs_uv = (textureMatrix * vec4(vaUV0, 0.0, 1.0)).xy;
}
#version 330 core

uniform sampler2D colortex0;

in vec2 vs_uv;

/* RENDERTARGETS: 0 */
layout(location = 0) out vec4 fs_colour;

void main() {
fs_colour = texture(colortex0, vs_uv);
}
#version 330 core

uniform sampler2D colortex0;

in vec2 vs_uv;

/* RENDERTARGETS: 0 */
layout(location = 0) out vec4 fs_colour;

void main() {
fs_colour = texture(colortex0, vs_uv);
}
terrain
#version 330 core

const mat4 TEXTURE_MATRIX_2 = mat4(vec4(0.00390625, 0.0, 0.0, 0.0), vec4(0.0, 0.00390625, 0.0, 0.0), vec4(0.0, 0.0, 0.00390625, 0.0), vec4(0.03125, 0.03125, 0.03125, 1.0));

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 textureMatrix;

uniform mat3 normalMatrix;

uniform vec3 chunkOffset;

in vec4 vaColor;
in vec3 vaPosition;
in vec3 vaNormal;
in vec2 vaUV0;
in vec2 vaUV2;

out vec2 vs_lm;
out vec2 vs_uv;
out vec3 vs_normal;
out vec4 vs_colour;

void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(vaPosition + chunkOffset, 1.0);
vs_uv = (textureMatrix * vec4(vaUV0, 0.0, 1.0)).xy;
vs_lm = (TEXTURE_MATRIX_2 * vec4(vaUV2, 0.0, 1.0)).xy;
vs_colour = vaColor;
vs_normal = normalMatrix * vaNormal;
}
#version 330 core

const mat4 TEXTURE_MATRIX_2 = mat4(vec4(0.00390625, 0.0, 0.0, 0.0), vec4(0.0, 0.00390625, 0.0, 0.0), vec4(0.0, 0.0, 0.00390625, 0.0), vec4(0.03125, 0.03125, 0.03125, 1.0));

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 textureMatrix;

uniform mat3 normalMatrix;

uniform vec3 chunkOffset;

in vec4 vaColor;
in vec3 vaPosition;
in vec3 vaNormal;
in vec2 vaUV0;
in vec2 vaUV2;

out vec2 vs_lm;
out vec2 vs_uv;
out vec3 vs_normal;
out vec4 vs_colour;

void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(vaPosition + chunkOffset, 1.0);
vs_uv = (textureMatrix * vec4(vaUV0, 0.0, 1.0)).xy;
vs_lm = (TEXTURE_MATRIX_2 * vec4(vaUV2, 0.0, 1.0)).xy;
vs_colour = vaColor;
vs_normal = normalMatrix * vaNormal;
}
#version 330 core

uniform sampler2D gtexture;

uniform float alphaTestRef = 0.1;

in vec2 vs_lm;
in vec2 vs_uv;
in vec3 vs_normal;
in vec4 vs_colour;

/* RENDERTARGETS: 0,1,2 */
layout(location = 0) out vec4 fs_colour;
layout(location = 1) out vec4 fs_lighting;
layout(location = 2) out vec4 fs_normal;

void main() {
fs_colour = texture(gtexture, vs_uv);
fs_colour.rgb *= vs_colour.rgb * vs_colour.a;
if (fs_colour.a < alphaTestRef) {
discard;
}
fs_lighting = vec4(vs_lm, 0.0, 1.0);
fs_normal = vec4(vs_normal * 0.5 + 0.5, 1.0);
}
#version 330 core

uniform sampler2D gtexture;

uniform float alphaTestRef = 0.1;

in vec2 vs_lm;
in vec2 vs_uv;
in vec3 vs_normal;
in vec4 vs_colour;

/* RENDERTARGETS: 0,1,2 */
layout(location = 0) out vec4 fs_colour;
layout(location = 1) out vec4 fs_lighting;
layout(location = 2) out vec4 fs_normal;

void main() {
fs_colour = texture(gtexture, vs_uv);
fs_colour.rgb *= vs_colour.rgb * vs_colour.a;
if (fs_colour.a < alphaTestRef) {
discard;
}
fs_lighting = vec4(vs_lm, 0.0, 1.0);
fs_normal = vec4(vs_normal * 0.5 + 0.5, 1.0);
}
10 replies