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Pixel shader build error using Terra system without a compositor shadow node #239

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TaaTT4 opened this issue Nov 4, 2021 · 2 comments
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@TaaTT4
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TaaTT4 commented Nov 4, 2021

Commit b18f7a3 introduced a pixel shader build error:

09:30:29: OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 100000002PixelShader_ps Errors:
S:\App\Playground\build\bin\Debug\Playground\local\Debug\HLMS\HLSL\100000002PixelShader_ps.hlsl(909,4-10): error X3004: undeclared identifier 'fShadow'
 in D3D11HLSLProgram::compileMicrocode at D:\Development\SDK\OGRE\OGRE\RenderSystems\Direct3D11\src\OgreD3D11HLSLProgram.cpp (line 539)
09:30:29: High-level program 100000002PixelShader_ps encountered an error during loading and is thus not supported.

Step to reproduce:

  • Disable Tutorial_TerrainShadowNode from Tutorial_TerrainRenderingNode in Sample_Tutorial_Terrain
@darksylinc darksylinc self-assigned this Nov 4, 2021
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Grrr I was sure I tested this. I wonder if it's a D3D11 specific issue.

Thanks

@darksylinc darksylinc added the bug Something isn't working label Nov 4, 2021
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TaaTT4 commented Nov 4, 2021

You're out of luck, it's cross-render system.
I guess it's related to the fact that Terra system forces HlmsBaseProp::LightsDirectional just taking in account the case when directional light shadow casting is turned off by user (and not also the case when shadow node is not present).

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