[Bug 42435] Suspected loss of varyings between shaders

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue Nov 1 17:31:52 PDT 2011


https://bugs.freedesktop.org/show_bug.cgi?id=42435

--- Comment #6 from Alexander Sabourenkov <screwdriver at lxnt.info> 2011-11-01 17:31:52 PDT ---
Created attachment 53028
  --> https://bugs.freedesktop.org/attachment.cgi?id=53028
xterm corruption screenshot

xterm corruption screenshot, got it right after I first run those shaders:

#version 120
#line 2 0

uniform float posz;
uniform float width;
attribute vec2 posn;

varying float idx;

void main() { 
    vec2 posn2 = posz*posn;
    idx = posn2.x/width;
    gl_Position = gl_ModelViewProjectionMatrix*vec4(posn2.x, posn2.y, 0.0,
1.0);
    gl_PointSize = posz;
}
#version 120
#line 2 0
uniform sampler2D ansi;

varying float idx;

void main() {
    vec2 pc = gl_PointCoord;
    gl_FragColor = texture2D(ansi, vec2(0.5, 0));
}

 - got grey screen as expected, and then reset fragment shader back to 

#version 120
#line 2 0
uniform sampler2D ansi;

varying float idx;

void main() {
    vec2 pc = gl_PointCoord;
    gl_FragColor = texture2D(ansi, vec2(idx, 0));
}

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