Hi
I have a shader in which i use the texture() function to lookup from a non-existing sampler. I expected that I should get errors from complingmy shader. But it compiles clean.
Code :static const char render_fs[] = "#version 430 core\n" "\n" "layout (location = 0) out vec4 color;\n" "\n" "uniform sampler2D output_image;\n" "\n" "void main(void)\n" "{\n" " color = texture(output_image1, vec2(gl_FragCoord.xy) / vec2(textureSize(output_image, 0)));\n" " if(color.r < 0.0) {color=vec4(1.0,0.0,0.0,1.0);} else{color=vec4(0.0,1.0,0.0,0.0);}\n" "}\n";
Note: I am sampling from output_image1 instead of output_image.output_image1 is an intentional typo.
Also, if it compiles and links cleanly, I would have expected it to go to the else part of the test color.r < 0.0 , since color would be undefined. (Really, I should be getting an error since how on earth can you be trying to access .r from an undefined color. Or am i returning some default value if the texture being sampled is undefined/errornous??)
It appears that I get a white color render instead of erroring out or a green screen ( color assigned from the else part).