Browser console log info as below
Thanks for taking a look at this for me
Have had to cut parts of the log away as too big for these text panes
Let me know if you need the full text of any of the sections
BJS - [15:25:29]: Unable to compile effect: logger.ts:103:29
BJS - [15:25:29]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vDiffuseColor, vSpecularColor, vEmissiveColor, visibility, vFogInfos, vFogColor, pointSize, vDiffuseInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vEmissiveInfos, vSpecularInfos, vBumpInfos, vLightmapInfos, vRefractionInfos, mBones, diffuseMatrix, ambientMatrix, opacityMatrix, reflectionMatrix, emissiveMatrix, specularMatrix, bumpMatrix, normalMatrix, lightmapMatrix, refractionMatrix, diffuseLeftColor, diffuseRightColor, opacityParts, reflectionLeftColor, reflectionRightColor, emissiveLeftColor, emissiveRightColor, refractionLeftColor, refractionRightColor, vReflectionPosition, vReflectionSize, vRefractionPosition, vRefractionSize, logarithmicDepthConstant, vTangentSpaceParams, alphaCutOff, boneTextureWidth, morphTargetTextureInfo,
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morphTargets, oitDepthSampler, oitFrontColorSampler, detailSampler, shadowSampler0, depthSampler0 logger.ts:103:29
BJS - [15:25:29]: Attributes: position, normal logger.ts:103:29
BJS - [15:25:29]: Defines: #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define SPECULARDIRECTUV 0 #define
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SCENE_MRT_COUNT 0 #define VIGNETTEBLENDMODEMULTIPLY #define SAMPLER3DGREENDEPTH #define SAMPLER3DBGRMAP #define CAMERA_PERSPECTIVE #define LIGHT0 #define HEMILIGHT0 logger.ts:103:29
BJS - [15:25:29]: Vertex code: logger.ts:103:29
BJS - [15:25:29]: #version 300 es #define WEBGL2 #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define
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finalWorld=world; vec4 worldPos=finalWorldvec4(positionUpdated,1.0); mat3 normalWorld=mat3(finalWorld); vNormalW=normalize(normalWorldnormalUpdated); #define CUSTOM_VERTEX_UPDATE_WORLDPOS gl_Position=viewProjection*worldPos; vPositionW=vec3(worldPos); vec2 uvUpdated=vec2(0.,0.); #define CUSTOM_VERTEX_MAIN_END } logger.ts:103:29
BJS - [15:25:29]: Fragment code: logger.ts:103:29
BJS - [15:25:29]: #version 300 es #define WEBGL2 #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define
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#define CUSTOM_FRAGMENT_BEFORE_FOG color.rgb=max(color.rgb,0.); color.a*=visibility; #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR glFragColor=color; #define CUSTOM_FRAGMENT_MAIN_END } logger.ts:103:29
BJS - [15:25:29]: Error: Must have a compiled vertex shader attached: SHADER_INFO_LOG: logger.ts:103:29
BJS - [15:25:29]: Trying next fallback. logger.ts:103:29
BJS - [15:25:29]: Unable to compile effect: logger.ts:103:29
BJS - [15:25:29]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vDiffuseColor, vSpecularColor, vEmissiveColor, visibility, vFogInfos, vFogColor, pointSize, vDiffuseInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vEmissiveInfos, vSpecularInfos, vBumpInfos,
…
morphTargets, oitDepthSampler, oitFrontColorSampler, detailSampler, shadowSampler0, depthSampler0 logger.ts:103:29
BJS - [15:25:29]: Attributes: position, normal logger.ts:103:29
BJS - [15:25:29]: Defines: #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define SPECULARDIRECTUV 0 #define BUMPDIRECTUV 0 #define NORMAL #define NUM_BONE_INFLUENCERS 0 #define BonesPerMesh 0 #define LIGHTMAPDIRECTUV 0 #define NUM_MORPH_INFLUENCERS 0 #define ALPHABLEND #define PREPASS_IRRADIANCE_INDEX -1 #define PREPASS_ALBEDO_SQRT_INDEX -1 #define PREPASS_DEPTH_INDEX -1 #define PREPASS_NORMAL_INDEX -1 #define PREPASS_POSITION_INDEX -1 #define PREPASS_VELOCITY_INDEX -1 #define PREPASS_REFLECTIVITY_INDEX -1 #define SCENE_MRT_COUNT 0 #define VIGNETTEBLENDMODEMULTIPLY #define SAMPLER3DGREENDEPTH #define SAMPLER3DBGRMAP #define CAMERA_PERSPECTIVE #define LIGHT0 #define HEMILIGHT0 logger.ts:103:29
BJS - [15:25:29]: Vertex code: logger.ts:103:29
BJS - [15:25:29]: #version 300 es #define WEBGL2 #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define
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normalWorld=mat3(finalWorld); vNormalW=normalize(normalWorldnormalUpdated); #define CUSTOM_VERTEX_UPDATE_WORLDPOS gl_Position=viewProjectionworldPos; vPositionW=vec3(worldPos); vec2 uvUpdated=vec2(0.,0.); #define CUSTOM_VERTEX_MAIN_END } logger.ts:103:29
BJS - [15:25:29]: Fragment code: logger.ts:103:29
BJS - [15:25:29]: #version 300 es #define WEBGL2 #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define
…
color=vec4(finalDiffusebaseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha); #define CUSTOM_FRAGMENT_BEFORE_FOG color.rgb=max(color.rgb,0.); color.a=visibility; #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR glFragColor=color; #define CUSTOM_FRAGMENT_MAIN_END } logger.ts:103:29
BJS - [15:25:29]: Error: Must have a compiled vertex shader attached: SHADER_INFO_LOG: logger.ts:103:29
WebGL warning: bufferData: Error from driver: 0x0505
WebGL warning: linkProgram: Must have a compiled vertex shader attached: SHADER_INFO_LOG: