PBR shader family crashes, but unlit shader family seems to work correctly.
The error is in the driver, no OpenGL errors occur.
Commenting out RenderLighting in Shaders/PBR/Fragment.glsl prevents the crash...
#include "UltraEngine.h"
using namespace UltraEngine;
int main(int argc, const char* argv[])
{
auto displays = GetDisplays();
auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
auto framebuffer = CreateFramebuffer(window);
auto world = CreateWorld();
auto cam = CreateCamera(world);
cam->Move(0, 0, -2);
cam->SetClearColor(0.125);
auto box = CreateBox(world);
auto mtl = CreateMaterial();
auto fam = LoadShaderFamily("Shaders/Unlit.fam");
//auto fam = LoadShaderFamily("Shaders/PBR.fam");
mtl->SetShaderFamily(fam);
mtl->SetColor(0, 0, 1, 1);
box->SetMaterial(mtl);
//Main loop
while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
{
box->Turn(0, 1, 0);
world->Update();
world->Render(framebuffer, true);
}
return 0;
}