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MenacingMecha avatar MenacingMecha commented on August 16, 2024

Could you provide more details?

As far as I understand this, I'm able to recreate this error in-editor, but appears to only be an error when parsing, affecting no functionality and not appearing at run-time.

This is likely a bug with Godot, and unless this breaks any functionality, at run-time, this is a wontfix.

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SeaKrill avatar SeaKrill commented on August 16, 2024

the invalid rendermode error doesnt effect the actual shader running. Adding:

#ifndef LIT
#define LIT unshaded
#endif
#ifndef CULL
#define CULL cull_disabled
#endif
#ifndef DEPTH
#define DEPTH depth_draw_opaque
#endif

ect...
infront of the render_mode in psx_base.gdshaderinc should clear it up if it bothers you.
more info here: https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shader_preprocessor.html

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MenacingMecha avatar MenacingMecha commented on August 16, 2024

Reported this as a Godot issue at: godotengine/godot#78482

Unless something changes, closing this for now

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MenacingMecha avatar MenacingMecha commented on August 16, 2024

Fixed with ec07919, per information from godotengine/godot#78482 (comment)

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AJ-baj avatar AJ-baj commented on August 16, 2024

Hey! Thanks for looking into it, and sorry for the late reply. I've updated the shaders on my end now - can someone confirm that the precision_multiplier is still working as intended? I'm experiencing an issue where the vertex precision seems to be pretty low in the editor, but doesn't seem to be affected by the precision multiplier setting in psx_base.gdshaderinc, but in play mode the precision seems to be very high, and also doesn't seem to be affected by the setting. I didn't have this issue before updating

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MenacingMecha avatar MenacingMecha commented on August 16, 2024

From a quick check, precision_multiplier seems to work fine for me.

If I'm understanding correctly, you're trying to adjust the global uniform in the project settings at run-time, correct?

This doesn't work, changing global uniforms at run-time must be done with a script. (https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html#global-uniforms)

In future, please open a separate issue for separate issues.

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AJ-baj avatar AJ-baj commented on August 16, 2024

I'm not trying to change it during runtime, I would have said so if I was. The vertex precision remains unchanged regardless of how low or high I set the setting before running the scene. I guess its an issue on my end though, if it works fine on your end. Thanks

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