Advertisement Jump to content
Sign in to follow this  

Uniform Precision Mismatch GLSL

This topic is 2689 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am using this uniform in both my vertex and fragment shaders:

uniform int u_numPointLights;

When compiled, it gives me the following error:

ERROR: Uniform precision mismatch 'u_numPointLights'

Is it possible to use the same uniform globally in both shaders?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!