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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Distorted output in obs-studio where other vendors "work""
href="https://bugs.freedesktop.org/show_bug.cgi?id=79783#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Distorted output in obs-studio where other vendors "work""
href="https://bugs.freedesktop.org/show_bug.cgi?id=79783">bug 79783</a>
from <span class="vcard"><a class="email" href="mailto:gregory.hainaut@gmail.com" title="gregory.hainaut@gmail.com">gregory.hainaut@gmail.com</a>
</span></b>
<pre>Hum, it could be related to item4 (assign_varying_locations).
/* Operate in a total of four passes.
*
* 1. Sort inputs / outputs into a canonical order. This is necessary so
* that inputs / outputs of separable shaders will be assigned
* predictable locations regardless of the order in which declarations
* appeared in the shader source.
*
* 2. Assign locations for any matching inputs and outputs.
*
* 3. Mark output variables in the producer that do not have locations as
* not being outputs. This lets the optimizer eliminate them.
*
* 4. Mark input variables in the consumer that do not have locations as
* not being inputs. This lets the optimizer eliminate them.
*/
But the shader uses a basic interface block without location (as far as I
understand).
in SHADER
{
vec4 p;
vec2 t;
} PSin;</pre>
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