I was trying to future proof some GLSL code and came across an odd issue.
I wanted to scale a pattern based on buffer resolution, but when I call uTD2DInfos[0].res.zw, the compiler comes back with a ‘undefined variable’ for uTD2DInfos.
Can someone else try this just to confirm that i’m screwing up somehow?
As soon as you connect another TOP to your GLSL TOP or GLSL Multi TOP the error should disappear. I don’t think that uTD2DInfos is actually declared until you have an input that’s connected - hence the error you’re seeing.
I do that a fair bit for shaders these days - it keeps you from having to set the resolution of the TOP and then a vec2 with the resolution as well. In the BOS example I would create a single constant and then every shader had a select connected to a glsl multi top. It seemed like a sane way to think about keeping it organized. I tried it the other way around with a different set of examples and I didn’t like setting all the resolution pars the other way at all.