I have a simple shader where at some point I perfrom logical operations component-wise between boolean vectors:
float2 x_ = ( (x >= 0) && (x < a) ) ? float2(0., 0.) : float2(0.5, 0.5);
This compiles ok in HLSL. However when Unity tries to convert it to GLSL, I get:
> Shader error in 'Sprites/Advanced':> '&&' : wrong operand types no> operation '&&' exists that takes a> left-hand operand of type 'vec2' and a> right operand of type 'vec2' (or there> is no acceptable conversion) at line> 83 (on gles)
Is there an elegant way to perform logical operations per component so that it compiles to GLSL?
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