Anyone having the same issue, there's a very simple solution to that. Please edit your glass.hlsl file (modded) and around line 164-167 add the following line:
#define viewportSize float2(MeltFactor.yz)
The code should look similar to that:
PS_OUTPUT_GLASS forward_ps_pass1(VS_OUTPUT input, uniform int Flags) {
PS_OUTPUT_GLASS o;
float4 colorMul, colorAdd;
calcGlassColors(input, Flags, colorMul, colorAdd);
o.colorMul = colorMul;
o.colorAdd = colorAdd;
return o;
}
#define viewportSize float2(MeltFactor.yz)
float4 forward_ps_pass_droplets(VS_OUTPUT input, uniform int Flags): SV_TARGET0 {
...
This solves the compile error and allows you to use the optimised version of shader.
PS. Confirmed that it works with 2.5.5.33184
Cheers!