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I had to call it with glVersion = 2 to keep this from happening on a shader using gl_PointCoord - else I got this weird output instead of an error message, for instance.
@zz85
It might be a good idea to pull up the code.
To have an easy life and be on the safe side, just revert my patch and compile with -fno-strict-aliasing option for now. I got some notifications on the Mesa issue which I filed back then, so an upstream fix will float around eventually.
I recently revived the node script from glslunit to bake GLSL to source files and added optimization based on this tool (work in progress in the glslprep.js repository). This way, it's a single & easy to invoke build step without native code to be packaged. It takes a template for the wrapper source code, so should adapt to pretty much anything.
I am trying to optimize this vertex shader
But when I click optimize I get
R
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