Comments (1)
This is unfortunately just a shortcoming of our preprocessing, see this comment for details. As a result in a case like this we simply fail to recognize that there is a mainImage
function. You can get around this by either enabling the option "Shader Toy Strict Compatibility" or adding the #StrictCompatibility
directive at the beginning of your shader. If you use that shader outside of this extension make sure to wrap it in #ifdef SHADER_TOY
:
#ifdef SHADER_TOY
#StrictCompatibility
#endif
#ifdef test
void mainImage( out vec4 fragColor, in vec2 fragCoord )
#endif
{
fragColor = vec4(1.0);
}
from shader-toy.
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from shader-toy.