Windows 11520:
[code]vec4 UserWorldToProj(vec4 worldSpaceVertPosition, int cameraIndex) {
vec4 wp = worldSpaceVertPosition;
wp.x += 2.*float(cameraIndex);
// wp.x += 10.*TDCameraIndex();
return uTDMats[cameraIndex].camProj * wp;
}[/code]
I have a render1 with the same camera specified twice: cam1 cam1. The render selects turn out different because of this line
wp.x += 2.*float(cameraIndex);
However, if I use light comps as cameras on the render top, the render selects turn out the same, as if cameraIndex is always 0. So the bug is that I expect cameraIndex to vary even if the cameras are “lights”.
CustomProjectionGLSL_DAT_bug.2.toe (5.83 KB)