I’m currently facing a really weird problem within a fragment shader.
I calculate the light emitted from two kind-of neonlights (so they’re not a “real” lightsource of opengl)
I’m passing the needed information to the vertex shader by using attributes.
when I calculate only the lighting of one of the neon-lights, then everything’s fine.
when I calculate both, the shader hangs and I have to kill the application.
when I calculate both, but do not use the second result (means: the calculated variable is NOT used anywhere) it does not hang but mess up the result.
how is it possible, that it influences the result ?
can it be a problem with too many varying variables ? I use quite a few, but I get no warnings from the compiler.
thanks for answers in advance.