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Is glsl 330 actually supported ? #1378

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SeleDreams opened this issue Oct 15, 2023 · 0 comments
Open

Is glsl 330 actually supported ? #1378

SeleDreams opened this issue Oct 15, 2023 · 0 comments

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@SeleDreams
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SeleDreams commented Oct 15, 2023

I've been trying to compile some very simple glsl 330 using glslc to spirv

#version 330
layout(location = 0) in vec3 pos;
uniform mat4 uModelTransform;


void main()
{
    gl_Position = uModelTransform * vec4(pos * 0.001, 1.0);
}

this resulted in the error 'non-opaque uniforms outside a block' : not allowed when using GLSL for Vulkan
because of it I tried the modification

#version 330
layout(location = 0) in vec3 pos;
layout (set = 0,binding=0) uniform uModel {mat4 uModelTransform;};

void main()
{
    gl_Position = uModelTransform * vec4(pos * 0.001, 1.0);
}

thinking it would fix the issues, but I end up getting the error error: 'binding' : not supported for this version or the enabled extensions

like, at this point, is glsl 330 actually supported ? because it's basically just asking me to fully rewrite the shader for opengl 4.x, that's just not glsl 330

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