Hi Marcelo, GLSL 1.2 (#version 120) correlates to OpenGL 2.1, the lowest version we support and the *highest* we support on Mac until the next version of Blender.
I thought EXT_gpu_shader4 would let you use uint but lemme check... https://www.opengl.org/registry/specs/EXT/gpu_shader4.txt * Full signed integer and unsigned integer support in the OpenGL Shading Language: - Integers are defined as 32 bit values using two's complement. - Unsigned integers and vectors thereof are added. Which to me means it should work! Maybe it doesn't have the uint keword yet. Try something like this in the shader: #if __VERSION__ < 130 #define uint unsigned int #endif Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire On Tue, Jan 19, 2016 at 2:14 PM, CGLabs <[email protected]> wrote: > Hello, > > I am trying to use a modified “gpu_shader_material.glsl” which has > variables defined as uint types. > The GLSL version that Blender is picking up is 120: > > #version 120 > #extension GL_ARB_draw_instanced: enable > #extension GL_EXT_gpu_shader4: enable > #define GPU_NVIDIA > … > … > … > > I am getting syntax error for uint when the OpenGL runtime complies the > dynamic source code. > I am assuming that 120 correlates to OpenGL 1.20 and it seams that uint is > not supported. > > Even more odd is that is I replace all uint by unsigned int it GLGS > compiler is “happy” and works (despite the fact that OpenGL 1.20 states > unsigned as reserved word). > > Does anyone know what is going on with GLSL’s uint ? > > My machine: MacBook PRO with NVIDIA GeForce GT 750M 2048 MB > > Regards, > Marcelo Varanda > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
