Home › Forums › Bug Reports and Feature Requests › Errorreport: “node bump” error on V3D 4.9.1 for Blender in Browser
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Alexander Kovelenov.
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2025-06-03 at 12:54 pm #82222
vklein
CustomerIn the console my scene is throwing a few of these, I assume it may be some bump nodes in my materials, but it looks like a Verge Shader error :
v3d.js:1 v3d.WebGLProgram: shader error: 0 35715 false gl.getProgramInfoLog Fragment shader is not compiled.
FRAGMENTERROR: 0:2749: ‘node_bump’ : no matching overloaded function found
2744: node_tex_image(nodeTexImageUni0,0,TEX_ALPHA_PREMUL,normal,TEX_PROJ_FLAT,0.0,false,mapping3Out0,texImage2Out0,texImage2Out1);
2745: vec4 valtorgb1Out0;
2746: float valtorgb1Out1;
2747: node_valtorgb(nodeValtorgbUni0,(texImage2Out0[0]+texImage2Out0[1]+texImage2Out0[2])/3.0,valtorgb1Out0,valtorgb1Out1);
2748: vec3 bump0Out0;
> 2749: node_bump(false,nodeInputsFloat[0],nodeInputsFloat[1],nodeInputsFloat[2],(texImage2Out0[0]+texImage2Out0[1]+texImage2Out0[2])/3.0,nodeInputsVec3[0],bump0Out0);
2750: vec4 bsdfPrincipled5Out0;
2751: node_bsdf_principled(geometryNormal,texImage2Out0,nodeInputsFloat[4],(valtorgb1Out0[0]+valtorgb1Out0[1]+valtorgb1Out0[2])/3.0,nodeInputsFloat[5],nodeInputsFloat[6],bump0Out0,nodeInputsFloat[7],nodeInputsFloat[8],nodeInputsVec3[5],nodeInputsFloat[9],nodeInputsFloat[10],nodeInputsFloat[11],nodeInputsFloat[12],nodeInputsVec4[1],nodeInputsFloat[13],nodeInputsFloat[14],nodeInputsVec3[6],nodeInputsFloat[15],nodeInputsFloat[16],nodeInputsFloat[17],nodeInputsFloat[18],nodeInputsVec4[2],nodeInputsVec3[7],nodeInputsFloat[19],nodeInputsFloat[20],nodeInputsVec4[3],nodeInputsVec4[4],nodeInputsFloat[21],nodeInputsFloat[22],nodeInputsFloat[23],bsdfPrincipled5Out0);
2752: node_output_material(bsdfPrincipled5Out0,nodeInputsVec4[0],nodeInputsVec3[4],nodeInputsFloat[3],outgoingLight);
2753: #if WORLD_NODES == 1
2754: outgoingLight.a = 1.0;
2755: #endif
L @ v3d.js:1
Wa.getUniforms @ v3d.js:1
(anonymous) @ v3d.js:1
Rs.renderBufferDirect @ v3d.js:1
ze @ v3d.js:1
Ue @ v3d.js:1
Fe @ v3d.js:1
Rs.render @ v3d.js:1
update @ v3d.js:1
Rg @ v3d.js:1
update @ v3d.js:1
(anonymous) @ v3d.js:1
traverse @ v3d.js:1
traverse @ v3d.js:1
updateReflectionProbes @ v3d.js:1
(anonymous) @ v3d.js:1
setTimeout
(anonymous) @ v3d.js:1
(anonymous) @ v3d.js:1
(anonymous) @ v3d.js:1
setInterval
Rs.compileAsync @ v3d.js:1
_precompileSceneAsync @ v3d.js:1
(anonymous) @ v3d.js:1
(anonymous) @ v3d.js:1
(anonymous) @ v3d.js:1
Promise.then
(anonymous) @ v3d.js:1
setTimeout
(anonymous) @ v3d.js:1
e @ v3d.js:1
e @ v3d.js:1
setTimeout
e @ v3d.js:1
e @ v3d.js:1
setTimeout
e @ v3d.js:1
e @ v3d.js:1
setTimeout
e @ v3d.js:1
e @ v3d.js:1
setTimeout
e @ v3d.js:1
e @ v3d.js:1
setTimeout
e @ v3d.js:1
e @ v3d.js:1
setTimeout
e @ v3d.js:1
e @ v3d.js:1
setTimeout
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e @ v3d.js:1
setTimeout
e @ v3d.js:1
e @ v3d.js:1
setTimeout
e @ v3d.js:1
e @ v3d.js:12025-06-03 at 1:15 pm #82224Alexander Kovelenov
StaffHi,
Most likely there is a version mismatch between installed Verge3D and app runtime. Make sure to update your app and then reexport the .gltf asset.2025-06-03 at 1:33 pm #82225Alexander Kovelenov
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