Hello! After succesfully compiled GLSL shader, I try to render geometry with it and I get access violation at 0x7C9369B2 address. I see that this address is placed in ntdll.dll, hypotheticaly in RtlInitializeCriticalSection.
Shaders are:
[vertex]
varying vec2 st;
void main()
{
st = gl_MultiTexCoord0.st;
gl_FrontColor = gl_Color;
gl_Position = ftransform();
}
[fragment]
uniform sampler2D t0;
uniform sampler2D t1;
uniform float time;
varying vec2 st;
void main()
{
vec4 c0 = texture2D(t0, st);
vec2 xy = st - vec2(mod(time, 1.0) / .5 - 1.0, .0);
xy.x = clamp(xy.x, .0, 1.);
vec4 c1 = texture2D(t1, xy);
float a = smoothstep(.5, .0, abs(xy.x - .5));
a *= c0.a * c1.a;
a *= smoothstep(.5, .47, abs(.5 - xy.y));
a *= .9 * step(4.0, mod(time, 5.0));
gl_FragColor = mix(c0, c1, a) * gl_Color;
}
GPU ShaderAnalyzer produces code (in other cases I can get "hardware compilling error")
So, please answer what I do wrong.