You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Using luma.gl 8.5.10, transpiling of the following line of shader code to GLSL100 leaves the following line unchanged:
in highp float myVariable;
This then produces a compilation error:
ERROR: 'in' : storage qualifier supported in GLSL ES 3.00 and above only
Instead, this line should be transpiled to:
attribute highp float myVariable;
I believe it did so for older luma.gl versions, at least our problems only popped up after updating deck (and thus luma).
Probably not really an urgent bug, especially because slapping on 'precision highp float' and calling it a day works just fine on modern platforms and it would probably even work without any precision specifier at all. Just wanted to document this.
The text was updated successfully, but these errors were encountered:
Using luma.gl 8.5.10, transpiling of the following line of shader code to GLSL100 leaves the following line unchanged:
This then produces a compilation error:
Instead, this line should be transpiled to:
I believe it did so for older luma.gl versions, at least our problems only popped up after updating deck (and thus luma).
Probably not really an urgent bug, especially because slapping on 'precision highp float' and calling it a day works just fine on modern platforms and it would probably even work without any precision specifier at all. Just wanted to document this.
The text was updated successfully, but these errors were encountered: