From ChatGPT
The issue described—a black terrain shader on Mac while rendering correctly on Chrome on Windows—suggests a potential compatibility problem with the shader code or texture usage. Here’s a checklist to diagnose and fix the issue:
Likely Causes and Fixes:
Precision Issues on Mac:
Macs often have stricter precision requirements in WebGL. Your shader uses highp precision, but some variables or operations might default to lower precision, causing rendering issues.
Fix: Explicitly set precision for all variables, especially vec3 and vec4. For example:
precision mediump float;
Texture Binding and Sampling:
Ensure all sampler2D uniforms (maptiles, borders, etc.) are correctly bound and initialized on the Mac platform.
Fix: Confirm that texture binding follows WebGL conventions and that textures have correct dimensions, formats, and filtering options.
vColor.r Condition:
The condition if (vColor.r == 0.0) renders the fragment black. This might be the default value for vColor on Mac due to uninitialized vertex attributes or differing defaults.
Fix: Ensure vColor is initialized correctly in the vertex shader. Add a fallback color in case vColor is uninitialized:
if (vColor.r == 0.0) {
gl_FragColor.rgb = vec3(0.3, 0.3, 0.3);
return;
}
Texture Coordinate Handling:
The calculations for vUv, dx, and dy may produce invalid or out-of-range texture coordinates on Mac due to rounding differences.
Fix: Clamp texture coordinates explicitly:
vec2 clampedUv = clamp(vUv, 0.0, 1.0);
Shader Compilation Warnings:
Macs may tolerate fewer GLSL warnings or implicit conversions compared to Windows.
Fix: Check the browser console for shader compilation errors or warnings and address them.
Driver or WebGL Implementation:
WebGL implementations differ slightly across platforms. Some functions may behave differently or be unsupported on Mac.
Fix: Ensure your WebGL context is created with compatible settings and test the shader on a known good WebGL implementation (like ANGLE).
Debugging Tips:
Log Shader Variables: Add debug outputs to log intermediate values, especially vColor, terrain_type, and terrain_color.
Simplify the Shader: Temporarily disable complex conditions or textures to isolate the issue.
Fallback Shader: Create a simpler shader for Macs as a fallback if the issue persists.
Example Debugging Output:
Insert temporary debug outputs:
gl_FragColor = vec4(vColor.rgb, 1.0); // Output vColor to check initialization
Testing:
Run the shader in WebGL Inspector or browser developer tools to analyze uniform values and texture bindings.
Test with reduced precision or fewer textures to identify platform-specific limits.
Let me know if you’d like further assistance debugging or simplifying the shader!