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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - LunarG Vulkan smoke test fragement shader compiling issue"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100274#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - LunarG Vulkan smoke test fragement shader compiling issue"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100274">bug 100274</a>
from <span class="vcard"><a class="email" href="mailto:randy.xu@intel.com" title="Randy <randy.xu@intel.com>"> <span class="fn">Randy</span></a>
</span></b>
<pre>(In reply to Jason Ekstrand from <a href="show_bug.cgi?id=100274#c3">comment #3</a>)
<span class="quote">> As I suspected the %color input variable isn't decorated with a location.
> If you edit the GLSL for both fragment and vertex shaders to make sure it
> had a location on both sides of the interface, that should fix it.</span >
Thanks Jason
The issue can be fixed by adding layout(location = 0) to input variable
"color". We may need emphasize it in spec, i.e. the attribute location should
be set explicitly. It's a little confusing, as the game developer may assume
it's set to 0 implicitly.
diff --git a/LunarGSamples/demos/smoke/Smoke.frag
b/LunarGSamples/demos/smoke/Smoke.frag
index e07a46f..82bee59 100644
--- a/LunarGSamples/demos/smoke/Smoke.frag
+++ b/LunarGSamples/demos/smoke/Smoke.frag
@@ -2,7 +2,7 @@
precision highp float;
-in vec3 color;
+layout(location = 0) in vec3 color;
layout(location = 0) out vec4 fragcolor;</pre>
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