Hi! I just ported one of my old ISF shaders to TD, and get this weird effects, quite often with segfaults.
This (presumably) was caused by passing CHOP value instead of reference to “Uniform arrays” in a component.
It also seems that something is very wrong with a shader itself, it takes very long time to compile and I couldn’t reproduce the problem on a blank shader.
So if you notice what I did wrong there, I’d be grateful for a lesson =)
Example project is in attach
MacOS 11.4 (20F71)
Radeon 5700XT in eGPU case
segfaults.zip (26.0 KB)