Some GPU's will ignore this error and just swizzle the vectors to match
@WA thank you so much for this explanation (above)
I noticed that if I delete my vghd.log , then quit iStripper and re-open it
to play one scene file, the newly generated vghd.log provides
a summary of fullscreen OpenGL dumps showing data specific to my graphics card.
including:
OPENGL GL_VENDOR: NVIDIA Corporation]
OPENGL GL_RENDERER: GeForce GT 730/PCIe/SSE2]
OPENGL GL_VERSION: 4.6.0 NVIDIA 462.30]
OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
OPENGL version: "4.6"]
OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", "StencilTexturing", "AnisotropicFiltering", "NPOTTextures", "NPOTTextureRepeat", "Texture1D")]
OPENGL texture units: 32]
OPENGL texture max size: 16384]
I noticed that within the 'texture features' includes "Swizzle"
Could lack of a "Swizzle" feature explain why some other members' rigs are not compiling some shaders
where the code "boxes" (so to speak) don't balance.. yet the shader on my graphics card still compiles ok
without reporting an 'ERROR' ?