I'm trying to compile the following shader using LunarG Vulkan SDK 1.0.37.0 on Windows:
#version 450 core
#extension GL_ARB_bindless_texture : require
layout(std140, binding=1) uniform LightUbo
{
vec3 lightDirectionVS;
};
layout(std140, binding=2) uniform TextureUBO
{
sampler2D samplers[ 10 ];
};
in vec2 vUV;
in vec3 vNormalVS;
out vec4 fragColor;
void main()
{
vec2 uv = vUV;
uv.y = 1.0 - uv.y;
fragColor = texture( samplers[ 0 ], uv ) * max( 0.2, dot( lightDirectionVS, vNormalVS ) );
}
Compile command:
\VulkanSDK\1.0.37.0\Bin\glslangValidator.exe -V assets\shader.frag -o assets\shader.frag.spv
The compiler gives the following output:
Warning, version 450 is not yet complete; most version-specific features are present, but some are missing.
ERROR: assets\shader.frag:2: '#extension' : extension not supported: GL_ARB_bindless_texture
ERROR: assets\shader.frag:2: '#extension' : extra tokens -- expected newline ERROR: assets\shader.frag:2: '' : compilation terminated
Is there a way to use bindless textures with OpenGL 4.5 and SPIR-V shaders?
SPIR-V has no facilities for doing bindless texture stuff. So unless NVIDIA or the ARB adds a SPIR-V extension to allow it, you'll have to use the implementation's GLSL compiler, rather than glslang.