Hello
I stumbled upon this shader error (chrome console):
playcanvas-latest.min.js:40 ERROR: Failed to compile fragment shader:
1: precision highp float;
2: #ifdef GL2
3: precision highp sampler2DShadow;
4: #endif
5: vec3 fixSeams(vec3 vec, float mipmapIndex) {
6: float scale = 1.0 - exp2(mipmapIndex) / 128.0;
7: float M = max(max(abs(vec.x), abs(vec.y)), abs(vec.z));
8: if (abs(vec.x) != M) vec.x *= scale;
9: if (abs(vec.y) != M) vec.y *= scale;
10: if (abs(vec.z) != M) vec.z *= scale;
11: return vec;
12: }
13: vec3 fixSeams(vec3 vec) {
14: float scale = 1.0 - 1.0 / 128.0;
15: float M = max(max(abs(vec.x), abs(vec.y)), abs(vec.z));
16: if (abs(vec.x) != M) vec.x *= scale;
17: if (abs(vec.y) != M) vec.y *= scale;
18: if (abs(vec.z) != M) vec.z *= scale;
19: return vec;
20: }
21: vec3 fixSeamsStatic(vec3 vec, float invRecMipSize) {
22: float scale = invRecMipSize;
23: float M = max(max(abs(vec.x), abs(vec.y)), abs(vec.z));
24: if (abs(vec.x) != M) vec.x *= scale;
25: if (abs(vec.y) != M) vec.y *= scale;
26: if (abs(vec.z) != M) vec.z *= scale;
27: return vec;
28: }
29: vec3 processEnvironment(vec3 color) {
30: return color;
31: }
32: vec4 texture2DSRGB(sampler2D tex, vec2 uv) {
33: return texture2D(tex, uv);
34: }
35: vec4 texture2DSRGB(sampler2D tex, vec2 uv, float bias) {
36: return texture2D(tex, uv, bias);
37: }
38: vec4 textureCubeSRGB(samplerCube tex, vec3 uvw) {
39: return textureCube(tex, uvw);
40: }
41: vec3 gammaCorrectOutput(vec3 color) {
42: return color;
43: }
44: vec3 gammaCorrectInput(vec3 color) {
45: return color;
46: }
47: float gammaCorrectInput(float color) {
48: return color;
49: }
50: vec4 gammaCorrectInput(vec4 color) {
51: return color;
52: }
53: uniform float exposure;
54: vec3 toneMap(vec3 color) {
55: return color * exposure;
56: }
57: vec3 decodeRGBM(vec4 rgbm) {
58: vec3 color = (8.0 * rgbm.a) * rgbm.rgb;
59: return color * color;
60: }
61: vec3 texture2DRGBM(sampler2D tex, vec2 uv) {
62: return decodeRGBM(texture2D(tex, uv));
63: }
64: vec3 textureCubeRGBM(samplerCube tex, vec3 uvw) {
65: return decodeRGBM(textureCube(tex, uvw));
66: }
67: varying vec3 vViewDir;
68: uniform samplerCube texture_cubeMap;
69: void main(void) {
70: vec3 color = processEnvironment(textureCubeSRGB(texture_cubeMap, fixSeamsStatic(vViewDir, NaN)).rgb);
71: color = toneMap(color);
72: color = gammaCorrectOutput(color);
73: gl_FragColor = vec4(color, 1.0);
74: }
75:
ERROR: 0:70: 'NaN' : undeclared identifier
does anyone know what may be possible causes?