Last month, I wrote my first shader in HLSL. I managed to make it work on my android device, but I noticed that it didn’t appeared when I tried it on other device than the one I use to debug. I’m a big beginner with HLSL so the answer might be obvious. My shader starts like this :
If both devices are OpenGL based and you’re using the openGL build, then it should work on both so I’d say probably not related to that. What’s the other device? Perhaps too there’s a clue in other aspects of the code.
what’s the card on the other mechine? is it possible to have a very old GPU or doesn’t have up-to-date gl drivers?
is your shader too long or use many data?
You can change the version to vs_2_0/ps_2_0 but the processor doesn’t do any validation for GL shaders.
You can try to change the target platform to Windows, and see if the directX compiler gives any errors.
The shader didn’t work on both older and newer device, so I don’t think it’s linked to old GL drivers.
Thanks for the GL/DX equivalent sum-up, I’ll make sure I use equivalent shaders mode (but it doesn’t fix my issue).
Here’s the full code if it can help but I 'm not sure I see how it would have an impact on device compatibility