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If I declare a texture as:
//... uniform texture2D texture0; uniform sampler smp; //...
The output for glsl100 and glsls330 is
glsl100
glsls330
//... uniform sampler2D texture0_smp; //...
This causes me headache, since I'm using Raylib, which expects the main texture to be "texture0".
Is there anyway to disable or avoid this behaviour?
The text was updated successfully, but these errors were encountered:
Currently there's no way to disable this behaviour, and it would cause problems if the same texture is used with multiple samplers.
The renaming happens here if you want to experiment:
sokol-tools/src/shdc/spirvcross.cc
Lines 250 to 260 in b7f3e47
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If I declare a texture as:
The output for
glsl100
andglsls330
isThis causes me headache, since I'm using Raylib, which expects the main texture to be "texture0".
Is there anyway to disable or avoid this behaviour?
The text was updated successfully, but these errors were encountered: