I am trying to make an HTML build and I am getting this error.
PC builds without any problems.
Can you show the shader code?
varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
varying mediump vec4 var_light;
uniform lowp sampler2D tex0;
uniform lowp vec4 tint;
#include "common.glsl"
void main()
{
// Pre-multiply alpha since all runtime textures already are
vec4 tint_pm = vec4(tint.xyz * tint.w, tint.w);
vec4 color = texture2D(tex0, var_texcoord0.xy) * tint_pm;
// Diffuse light calculations
vec3 ambient_light = vec3(0.2);
vec3 diff_light = vec3(normalize(var_light.xyz - var_position.xyz));
diff_light = max(dot(var_normal,diff_light), 0.0) + ambient_light;
diff_light = clamp(diff_light, 0.0, 1.0);
gl_FragColor = vec4(color.rgb*diff_light,1.0);
}
test material.zip (50.6 KB)
If you include the full path it works:
#include β/main/materials/common.glslβ
Local includes should work (and does when bundling), so something has regressed from the editor. Perhaps from a Java update, Iβll take a look.