in CompiledPass which I believe is now named DefaultScreenPass there is this code
public function set animateUVs(value : Boolean) : void
{
_animateUVs = value;
if ((value && !_animateUVs) || (!value && _animateUVs)) invalidateShaderProgram();
}
I don’t think that this is correct.
(true && !true) will always be false…
This was causing the shader code to crash when animateUVs was true.
I changed it to
public function set animateUVs(value : Boolean) : void
{
if (value != _animateUVs)
{
_animateUVs = value;
invalidateShaderProgram();
}
}
and it seemed to work perfectly. Just a heads up for anyone playing with animated UVs