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Input 'inUVW' in fragment shader has no corresponding output in vertex shader #533

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podsvirov opened this issue Dec 1, 2024 · 0 comments

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@podsvirov
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I was get it from demo_VSG_assets (part of projectchrono package from MSYS2 distro):

$ ./demo_VSG_assets
Warning:
----  Program  ----

Warning:
Vertex Shader:

Warning:    1:
   2: #version 450
   3: #extension GL_ARB_separate_shader_objects : enable
   4:
   5: layout(push_constant) uniform PushConstants {
   6:     mat4 projection;
   7:     mat4 modelView;
   8: } pc;
   9:
  10: layout(location = 0) in vec3 osg_Vertex;
  11: layout(location = 0) out vec3 outUVW;
  12:
  13: out gl_PerVertex{ vec4 gl_Position; };
  14:
  15: void main()
  16: {
  17:     outUVW = osg_Vertex;
  18:
  19:     // Remove translation
  20:     mat4 modelView = pc.modelView;
  21:     modelView[3] = vec4(0.0, 0.0, 0.0, 1.0);
  22:
  23:     gl_Position = pc.projection * modelView * vec4(osg_Vertex, 1.0);
  24: }

Warning:
Fragment Shader:

Warning:    1:
   2: #version 450
   3: #extension GL_ARB_separate_shader_objects : enable
   4:
   5: layout(binding = 0) uniform samplerCube envMap;
   6: layout(location = 0) in vec3 inUVW;
   7: layout(location = 0) out vec4 outColor;
   8:
   9: void main()
  10: {
  11:     outColor = textureLod(envMap, inUVW, 0);
  12: }

Warning: Program failed to link.
Warning: glslang info log: ERROR: Linking vertex and fragment stages: Input 'inUVW' in fragment shader has no corresponding output in vertex shader.

Warning: glslang debug info log:
Warning: --------
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