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IDProjectCategoryView StatusDate SubmittedLast Update
0003882Zandronum[All Projects] Bugpublic2021-02-23 20:102021-02-23 23:47
ReporterTDRR 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.1-beta 
Target VersionFixed in Version 
Summary0003882: GLDEFS HardwareShader: passing texture uniform is non-functional
DescriptionTitle sums it up, pretty much. The syntax
HardwareShader "TEXTNAME"
{
    Shader "shader.fp"
    Texture uniformname "texturename"
}
properly assigns a shader to the TEXTNAME texture, but Texture uniformname "texturename" doesn't set the uniform sampler2D uniformname to the corresponding texture. The game doesn't crash on startup or anything, the texture is just pitch black.
Attached Files? file icon ShaderTextureUniformTest.pk3 [^] (8,968 bytes) 2021-02-23 23:47

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-  Notes
User avatar (0021603)
TDRR (reporter)
2021-02-23 23:47

To add to this, the issue never got fixed in GZDoom itself, instead opting to eventually (like 4 years later) add materials.

I personally believe it's worth fixing for Zandronum 3.1, as 4.0 will likely take an extremely long time and on top of that the minimum supported OpenGL version will jump up to 2.0 (if not 3.3). A GL2-compatible version with decent shader capabilities, and on top of that shaderless GL1.4 compatibility would be fantastic, as there's no such other thing around.

Attached is a test pk3. Actor "ShaderTexTest" uses the feature, but it instead samples the main texture (which is green), not the secondary texture (which is a rainbow).

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- Issue History
Date Modified Username Field Change
2021-02-23 20:10 TDRR New Issue
2021-02-23 23:47 TDRR File Added: ShaderTextureUniformTest.pk3
2021-02-23 23:47 TDRR Note Added: 0021603






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