godotengine / godotengine/godot
VisualShader: Naming Texture2DParameter "AO" breaks shader
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
4.4 dev6
### System information
Godot v4.4.dev6 - Windows 10.0.19045 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated AMD Radeon RX 580 2048SP (Advanced Micro Devices, Inc.; 31.0.21921.1000) - Intel(R) Core(TM) i5-7500 CPU @ 3.40GHz (4 threads)
### Issue description
Naming texture2DParameter "AO" breaks the shader, as seen in the first image. Second image is the same node setup with the name changed.


### Steps to reproduce
Texture2DParameter connected to samplerPort, name Texture2DParameter "AO"
### Minimal reproduction project (MRP)
Any project
Contributor guide
Research direction
Start by reproducing the issue in a minimal Godot project with a VisualShader Texture2DParameter connected to samplerPort and named "AO". Compare the generated shader with the same node using a different name; done means the "AO" name no longer produces a broken shader.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100