SPIR-V shader error

I’m trying to see if I can add Vulkan support for my game. However, I’m seeing some shader error:

/assets/gfx/materials/item.vp
	Uniforms 'mtx_worldview, mtx_view' from set 0 have the same binding 0

There are only 4 errors (at least so far, maybe more will reveal after I fix these :blush) has anyone seen this?

I think there is some uniform declared but not really used in the code of the shader. Maybe…

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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.

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