Hi,i'm trying to add custom shader, but to no avail. I tried concatenate with basic_fsh from shader toolkit, then tried to add full fragment shader (with declarations, not just main() method), all attempts fruitless.This must work, as i understand, because adding directly to shader_effects object, but it doesn't:shader_effects.solid = {shader = basic_fsh..[[ void main() { gl_FragColor = vec4(0.0, 0.7, 0.0, 1.0); }]]}But this works:shader_effects.test = {shader = "sht_ascii.bin"}Though it's shader from shader toolkit and it would surprise me, if it didn't work. As i have no access to these *.bin files (which are compiled with the game and i haven't figured how this works exactly), can't compare their content with my code and figure it by myself.(RC0, free, latest shader toolkit from http://rollaprint.de/vs/shaderscript9.lua)Where's the catch?
Thank YouP.S.: If you copy/paste block of code, visionaire adds trailing spaces at end of each line, which accumulates with each new copy/paste.P.P.S.: If you will delete or comment out line with gl_FragColor in shader editor - Visionaire will crash. It can be avoided by first adding one more gl_FragColor and then commenting or deleting another.