Thanks this resolved the error! However, my transparent textures are now completely transparent after switching. Here’s the FP where I made custom adjustments:
attribute highp vec4 position;
attribute mediump vec2 texcoord0;
attribute mediump vec3 normal;
uniform mediump mat4 mtx_worldview;
uniform mediump mat4 mtx_view;
uniform mediump mat4 mtx_proj;
uniform mediump mat4 mtx_normal;
uniform mediump vec4 light;
uniform lowp vec4 shiftz;
varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
varying mediump vec4 var_light;
void main()
{
vec4 p = mtx_worldview * vec4(position.xyz, 1.0);
var_light = mtx_view * vec4(light.xyz, 1.0);
var_position = p;
var_texcoord0 = texcoord0 + shiftz.xy;
var_normal = normalize((mtx_normal * vec4(normal, 0)).xyz);
gl_Position = mtx_proj * p;
}
Not sure what the issue is. I’m applying a “shiftz” variable to morph my transparent textures (to animate them for the portals in my game, etc.)
EDIT: Fixed it! It was the fact I was changing a user variable “tint” in the shader, but the material didn’t have tint added. For some reason there was no issue without SPIR-V but with it, it required me to add that. Glad I did this, my shaders are improving as a result.