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O-san

GLSL Validation failed

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Hello! I am developing a program that lets the user choose between different lighting shaders. Each shader uses the same texture units to display a shadow map and a diffuse map (uniform sampler2D texDiffuseMap and a uniform sampler2DShadow shadowMap). When I released the first beta version of the editor I got a report from a user who said that they received an error message: Validation failed! - Different sampler types for same sample texture unit in fragment shader. I can not understand how this is possible; only one shader is active at a time. I am guessing that it has something to do with my shadow map. Has anyone else encountered this error? The error appeared on a GeCube Radeon X1550 (driver 8.530). I have tested it on my own Radeon X1650 pro (driver 8.552) without errors, could it be a driver fault?

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I have ATI x1950 pro and get exactly the same error message in my terrain shader (uses uniform sampler2D and uniform sampler2DShadow) and my water shader (uses uniform sampler2D and uniform samplerCube) the shaders work fine though and still run, I also dont get the error on NVIDIA 7600 and 8800 so would be interested to finding out more on this.

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Are you setting up the sampler binding explicitly?
Are you calling glUniform1i(location_X,0);
glUniform1i(location_A,1);
glUniform1i(location_6,2);
etc.

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Well, I reuse my location variable, that's all:

glUniform1iARB(loc, 1);
...
glUniform1iARB(loc, 0);

The error is generated before all this happens though. I get the error when I call glGetInfoLogARB and check for errors.

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