Hi, Attached patch fixes what looks like a typo in ir_algebraic GLSL optimizations.
Vertex shader that triggers the bug: void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat3 m = mat3 (0.1, 0.8, 0.1, 0.3, 0.3, 0.5, 0.9, 0.0, 0.1); vec3 n = m * gl_Normal; gl_FrontColor = vec4(n*0.5+0.5, 1.0); } (in debug build, triggers assert; miscompiled shader in release build) -- Aras Pranckevičius work: http://unity3d.com home: http://aras-p.info
glsl-fix-matrix-type-check-in-ir_algebraic.patch
Description: Binary data
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