What version of the engine are you using?
Version:
1.1.0-rc1
Which target are you using?
[ ] Windows
[X] Linux
[ ] Mac
Explain your issue
Please check first if your issue haven't already been reported yet.
I just open the game on arch linux and it shows a black screen and doesnt receive any input but the audio plays fine
Error:
[luigi@drip-bob cne]$ ./CodenameEngine
[ 18:51:05 | INFORMATION ] [openfl.display3D.Program3D] Error compiling vertex shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in vertex shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
/pragma header/
in float openfl_Alpha;
in vec4 openfl_ColorMultiplier;
in vec4 openfl_ColorOffset;
in vec4 openfl_Position;
in vec2 openfl_TextureCoord;
out float openfl_Alphav;
out vec4 openfl_ColorMultiplierv;
out vec4 openfl_ColorOffsetv;
out vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
void main(void) {
/pragma body/
openfl_Alphav = openfl_Alpha;
openfl_TextureCoordv = openfl_TextureCoord;
if (openfl_HasColorTransform) {
openfl_ColorMultiplierv = openfl_ColorMultiplier;
openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
}
gl_Position = openfl_Matrix * openfl_Position;
}
[ 18:51:05 | INFORMATION ] [openfl.display3D.Program3D] Error compiling fragment shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in fragment shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#extension GL_ARB_sample_shading : enable
#extension GL_KHR_blend_equation_advanced : enable
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#ifdef GL_KHR_blend_equation_advanced
layout (blend_support_all_equations) out;
#endif
out vec4 openfl_FragColor;
/pragma header/
in float openfl_Alphav;
in vec4 openfl_ColorMultiplierv;
in vec4 openfl_ColorOffsetv;
in vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D openfl_Texture;
void main(void) {
/pragma body/
vec4 color = texture(openfl_Texture, openfl_TextureCoordv);
if (color.a == 0.0 || openfl_Alphav == 0.0) discard;
else if (openfl_HasColorTransform) {
color = vec4(color.rgb / color.a, color.a);
vec4 mult = vec4(openfl_ColorMultiplierv.rgb, 1.0);
color = clamp(openfl_ColorOffsetv + (color * mult), 0.0, 1.0);
openfl_FragColor = vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
if (color.a == 0.0) discard;
}
else {
openfl_FragColor = color * openfl_Alphav;
}
}
[ 18:51:05 | INFORMATION ] [openfl.display3D.Program3D] Unable to initialize the shader program
error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
[ 18:51:06 | VERBOSE ] Switched to mod: (default)
[ 18:51:06 | INFORMATION ] [Language] Found languages: en/English, pl/Polski, it/Italiano, pt/Português, es/Español
[ 18:51:06 | VERBOSE ] [Language] Setting Language To: English (en)
[ 18:51:06 | WARNING ] Failed to add attributes to ./.temp/ with a code of: 0
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Error compiling vertex shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in vertex shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
/pragma header/
in float openfl_Alpha;
in vec4 openfl_ColorMultiplier;
in vec4 openfl_ColorOffset;
in vec4 openfl_Position;
in vec2 openfl_TextureCoord;
out float openfl_Alphav;
out vec4 openfl_ColorMultiplierv;
out vec4 openfl_ColorOffsetv;
out vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
in float alpha;
in vec4 colorMultiplier;
in vec4 colorOffset;
uniform bool hasColorTransform;
void main(void)
{
/pragma body/
openfl_TextureCoordv = openfl_TextureCoord;
if (hasColorTransform)
{
openfl_Alphav = openfl_Alpha * colorMultiplier.a;
if (openfl_HasColorTransform)
{
openfl_ColorOffsetv = (openfl_ColorOffset / 255.0 * colorMultiplier) + (colorOffset / 255.0);
openfl_ColorMultiplierv = openfl_ColorMultiplier * vec4(colorMultiplier.rgb, 1.0);
}
else
{
openfl_ColorOffsetv = colorOffset / 255.0;
openfl_ColorMultiplierv = vec4(colorMultiplier.rgb, 1.0);
}
}
else
{
openfl_Alphav = openfl_Alpha * alpha;
if (openfl_HasColorTransform)
{
openfl_ColorOffsetv = (openfl_ColorOffset + colorOffset) / 255.0;
openfl_ColorMultiplierv = openfl_ColorMultiplier;
}
else
{
openfl_ColorOffsetv = colorOffset / 255.0;
openfl_ColorMultiplierv = vec4(1.0);
}
}
gl_Position = openfl_Matrix * openfl_Position;
}
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Error compiling fragment shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in fragment shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#extension GL_ARB_sample_shading : enable
#extension GL_KHR_blend_equation_advanced : enable
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#ifdef GL_KHR_blend_equation_advanced
layout (blend_support_all_equations) out;
#endif
out vec4 openfl_FragColor;
/pragma header/
in float openfl_Alphav;
in vec4 openfl_ColorMultiplierv;
in vec4 openfl_ColorOffsetv;
in vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D bitmap;
uniform bool hasTransform;
uniform bool hasColorTransform;
uniform bool premultiplyAlpha;
vec4 apply_flixel_transform(vec4 color)
{
if (!hasTransform) return color;
else if (color.a <= 0.0 || openfl_Alphav == 0.0) return vec4(0.0);
// this is just solely for ASTC compressed textures.
// ...also in flixel_texture, it also converts to linear alpha anyway.
if (!premultiplyAlpha) color.rgb /= color.a;
color = clamp(openfl_ColorOffsetv + (color * openfl_ColorMultiplierv), 0.0, 1.0);
return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
}
#define applyFlixelEffects(color) apply_flixel_transform(color)
vec4 flixel_texture(sampler2D bitmap, vec2 coord)
{
return apply_flixel_transform(texture(bitmap, coord));
}
uniform vec4 _camSize;
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
vec2 getCamPos(vec2 pos) {
vec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);
return vec2(map(pos.x, size.x, size.x + size.z, 0.0, 1.0), map(pos.y, size.y, size.y + size.w, 0.0, 1.0));
}
vec2 camToOg(vec2 pos) {
vec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);
return vec2(map(pos.x, 0.0, 1.0, size.x, size.x + size.z), map(pos.y, 0.0, 1.0, size.y, size.y + size.w));
}
vec4 textureCam(sampler2D bitmap, vec2 pos) {
return flixel_texture(bitmap, camToOg(pos));
}
void main(void)
{
/pragma body/
openfl_FragColor = flixel_texture(bitmap, openfl_TextureCoordv);
if (openfl_FragColor.a == 0.0) discard;
}
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Unable to initialize the shader program
error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Error compiling vertex shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in vertex shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
/pragma header/
in float openfl_Alpha;
in vec4 openfl_ColorMultiplier;
in vec4 openfl_ColorOffset;
in vec4 openfl_Position;
in vec2 openfl_TextureCoord;
out float openfl_Alphav;
out vec4 openfl_ColorMultiplierv;
out vec4 openfl_ColorOffsetv;
out vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
void main(void) {
/pragma body/
openfl_Alphav = openfl_Alpha;
openfl_TextureCoordv = openfl_TextureCoord;
if (openfl_HasColorTransform) {
openfl_ColorMultiplierv = openfl_ColorMultiplier;
openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
}
gl_Position = openfl_Matrix * openfl_Position;
}
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Error compiling fragment shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in fragment shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#extension GL_ARB_sample_shading : enable
#extension GL_KHR_blend_equation_advanced : enable
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#ifdef GL_KHR_blend_equation_advanced
layout (blend_support_all_equations) out;
#endif
out vec4 openfl_FragColor;
/pragma header/
in float openfl_Alphav;
in vec4 openfl_ColorMultiplierv;
in vec4 openfl_ColorOffsetv;
in vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D bitmap;
void main(void) {
/pragma body/
vec4 color = texture(bitmap, openfl_TextureCoordv);
if (color.a == 0.0 || openfl_Alphav == 0.0) discard;
else if (openfl_HasColorTransform) {
color = vec4(color.rgb / color.a, color.a);
vec4 mult = vec4(openfl_ColorMultiplierv.rgb, 1.0);
color = clamp(openfl_ColorOffsetv + (color * mult), 0.0, 1.0);
openfl_FragColor = vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
if (color.a == 0.0) discard;
}
else {
openfl_FragColor = color * openfl_Alphav;
}
}
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Unable to initialize the shader program
error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
What version of the engine are you using?
Version:
1.1.0-rc1
Which target are you using?
[ ] Windows
[X] Linux
[ ] Mac
Explain your issue
Please check first if your issue haven't already been reported yet.
I just open the game on arch linux and it shows a black screen and doesnt receive any input but the audio plays fine
Error:
[luigi@drip-bob cne]$ ./CodenameEngine
[ 18:51:05 | INFORMATION ] [openfl.display3D.Program3D] Error compiling vertex shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in vertex shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
/pragma header/
in float openfl_Alpha;
in vec4 openfl_ColorMultiplier;
in vec4 openfl_ColorOffset;
in vec4 openfl_Position;
in vec2 openfl_TextureCoord;
out float openfl_Alphav;
out vec4 openfl_ColorMultiplierv;
out vec4 openfl_ColorOffsetv;
out vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
void main(void) {
/pragma body/
openfl_Alphav = openfl_Alpha;
openfl_TextureCoordv = openfl_TextureCoord;
if (openfl_HasColorTransform) {
openfl_ColorMultiplierv = openfl_ColorMultiplier;
openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
}
gl_Position = openfl_Matrix * openfl_Position;
}
[ 18:51:05 | INFORMATION ] [openfl.display3D.Program3D] Error compiling fragment shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in fragment shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#extension GL_ARB_sample_shading : enable
#extension GL_KHR_blend_equation_advanced : enable
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#ifdef GL_KHR_blend_equation_advanced
layout (blend_support_all_equations) out;
#endif
out vec4 openfl_FragColor;
/pragma header/
in float openfl_Alphav;
in vec4 openfl_ColorMultiplierv;
in vec4 openfl_ColorOffsetv;
in vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D openfl_Texture;
void main(void) {
/pragma body/
vec4 color = texture(openfl_Texture, openfl_TextureCoordv);
if (color.a == 0.0 || openfl_Alphav == 0.0) discard;
else if (openfl_HasColorTransform) {
color = vec4(color.rgb / color.a, color.a);
vec4 mult = vec4(openfl_ColorMultiplierv.rgb, 1.0);
color = clamp(openfl_ColorOffsetv + (color * mult), 0.0, 1.0);
}
else {
openfl_FragColor = color * openfl_Alphav;
}
}
[ 18:51:05 | INFORMATION ] [openfl.display3D.Program3D] Unable to initialize the shader program
error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
[ 18:51:06 | VERBOSE ] Switched to mod: (default)
[ 18:51:06 | INFORMATION ] [Language] Found languages: en/English, pl/Polski, it/Italiano, pt/Português, es/Español
[ 18:51:06 | VERBOSE ] [Language] Setting Language To: English (en)
[ 18:51:06 | WARNING ] Failed to add attributes to ./.temp/ with a code of: 0
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Error compiling vertex shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in vertex shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
/pragma header/
in float openfl_Alpha;
in vec4 openfl_ColorMultiplier;
in vec4 openfl_ColorOffset;
in vec4 openfl_Position;
in vec2 openfl_TextureCoord;
out float openfl_Alphav;
out vec4 openfl_ColorMultiplierv;
out vec4 openfl_ColorOffsetv;
out vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
in float alpha;
in vec4 colorMultiplier;
in vec4 colorOffset;
uniform bool hasColorTransform;
void main(void)
{
/pragma body/
openfl_TextureCoordv = openfl_TextureCoord;
if (hasColorTransform)
{
openfl_Alphav = openfl_Alpha * colorMultiplier.a;
if (openfl_HasColorTransform)
{
openfl_ColorOffsetv = (openfl_ColorOffset / 255.0 * colorMultiplier) + (colorOffset / 255.0);
openfl_ColorMultiplierv = openfl_ColorMultiplier * vec4(colorMultiplier.rgb, 1.0);
}
else
{
openfl_ColorOffsetv = colorOffset / 255.0;
openfl_ColorMultiplierv = vec4(colorMultiplier.rgb, 1.0);
}
}
else
{
openfl_Alphav = openfl_Alpha * alpha;
if (openfl_HasColorTransform)
{
openfl_ColorOffsetv = (openfl_ColorOffset + colorOffset) / 255.0;
openfl_ColorMultiplierv = openfl_ColorMultiplier;
}
else
{
openfl_ColorOffsetv = colorOffset / 255.0;
openfl_ColorMultiplierv = vec4(1.0);
}
}
}
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Error compiling fragment shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in fragment shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#extension GL_ARB_sample_shading : enable
#extension GL_KHR_blend_equation_advanced : enable
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#ifdef GL_KHR_blend_equation_advanced
layout (blend_support_all_equations) out;
#endif
out vec4 openfl_FragColor;
/pragma header/
in float openfl_Alphav;
in vec4 openfl_ColorMultiplierv;
in vec4 openfl_ColorOffsetv;
in vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D bitmap;
uniform bool hasTransform;
uniform bool hasColorTransform;
uniform bool premultiplyAlpha;
vec4 apply_flixel_transform(vec4 color)
{
if (!hasTransform) return color;
else if (color.a <= 0.0 || openfl_Alphav == 0.0) return vec4(0.0);
}
#define applyFlixelEffects(color) apply_flixel_transform(color)
vec4 flixel_texture(sampler2D bitmap, vec2 coord)
{
return apply_flixel_transform(texture(bitmap, coord));
}
uniform vec4 _camSize;
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
vec2 getCamPos(vec2 pos) {
vec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);
return vec2(map(pos.x, size.x, size.x + size.z, 0.0, 1.0), map(pos.y, size.y, size.y + size.w, 0.0, 1.0));
}
vec2 camToOg(vec2 pos) {
vec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);
return vec2(map(pos.x, 0.0, 1.0, size.x, size.x + size.z), map(pos.y, 0.0, 1.0, size.y, size.y + size.w));
}
vec4 textureCam(sampler2D bitmap, vec2 pos) {
return flixel_texture(bitmap, camToOg(pos));
}
void main(void)
{
/pragma body/
openfl_FragColor = flixel_texture(bitmap, openfl_TextureCoordv);
if (openfl_FragColor.a == 0.0) discard;
}
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Unable to initialize the shader program
error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Error compiling vertex shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in vertex shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
/pragma header/
in float openfl_Alpha;
in vec4 openfl_ColorMultiplier;
in vec4 openfl_ColorOffset;
in vec4 openfl_Position;
in vec2 openfl_TextureCoord;
out float openfl_Alphav;
out vec4 openfl_ColorMultiplierv;
out vec4 openfl_ColorOffsetv;
out vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
void main(void) {
/pragma body/
openfl_Alphav = openfl_Alpha;
openfl_TextureCoordv = openfl_TextureCoord;
if (openfl_HasColorTransform) {
openfl_ColorMultiplierv = openfl_ColorMultiplier;
openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
}
gl_Position = openfl_Matrix * openfl_Position;
}
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Error compiling fragment shader
0:2(12): error: extension `GL_EXT_separate_shader_objects' unsupported in fragment shader
#version 330 core
#extension GL_EXT_separate_shader_objects : require
#extension GL_ARB_sample_shading : enable
#extension GL_KHR_blend_equation_advanced : enable
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
#ifdef GL_KHR_blend_equation_advanced
layout (blend_support_all_equations) out;
#endif
out vec4 openfl_FragColor;
/pragma header/
in float openfl_Alphav;
in vec4 openfl_ColorMultiplierv;
in vec4 openfl_ColorOffsetv;
in vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D bitmap;
void main(void) {
/pragma body/
vec4 color = texture(bitmap, openfl_TextureCoordv);
if (color.a == 0.0 || openfl_Alphav == 0.0) discard;
else if (openfl_HasColorTransform) {
color = vec4(color.rgb / color.a, color.a);
vec4 mult = vec4(openfl_ColorMultiplierv.rgb, 1.0);
color = clamp(openfl_ColorOffsetv + (color * mult), 0.0, 1.0);
}
else {
openfl_FragColor = color * openfl_Alphav;
}
}
[ 18:51:06 | INFORMATION ] [openfl.display3D.Program3D] Unable to initialize the shader program
error: linking with uncompiled/unspecialized shadererror: linking with uncompiled/unspecialized shader