GLSL MAT crashing on macOs

Hello,
I have a big trouble in glsl shader with last build 099 on macOs (10.11)
If I write a very simple shader in text DAT:

out vec4 fragColor;
void main() {
fragColor = vec4 (1.0,1.0,1.0,1.0);
}

When I try to link the text DAT to the GLSL mat, TD crash…
I tried many time on 2 different machines, same effect.
I tried with 088 on Windows 8.1, no problem
I didn’t tried with 099 on windows (cannot install it…)
Someone have had the same annoying effect?
Thank you, Jacques

GLSL on a Mac uses the TDOutputSwizzle() function. Try this instead:

out vec4 fragColor; void main() { vec4 color = vec4( 1.0,1.0,1.0,1.0 ); fragColor = TDOutputSwizzle( color ); }

supporting documentation here:
derivative.ca/wiki099/index … L_Material

Hello Jacques, did Matthew’s suggestion solve your issue. If you have crashes, could you post the .dmp files so we can try to fix those too?

This crash is now fixed. It occurs on macOS if the driver tries to use a shader that is missing either a vertex or a pixel shader.
Work around until the next build is to turn off the viewer for the MAT and fill in both the vertex and pixel shader with valid code. Then turn the viewer back on which will make it compile.