Material technique get modified in shader nodes

Hello,

I get some weird thing with shader nodes,
once in a while the following glow technique gets replaced by the one below
I am not sure if it does that when I modify a material using this material definition, or when I restart the ide… or maybe when changing nodes positions in the editor…

but it is the part of my material I never touch

    Technique Glow {

        VertexShader GLSL100:   Common/MatDefs/Misc/Unshaded.vert
        FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag

        WorldParameters {
            WorldViewProjectionMatrix
        }

        Defines {
            NEED_TEXCOORD1
            HAS_GLOWMAP : GlowMap
            HAS_GLOWCOLOR : GlowColor

            NUM_BONES : NumberOfBones
        }
    }
 Technique Glow {
        VertexShader GLSL100:: 
        FragmentShader GLSL100:: Common/MatDefs/Light/Glow.frag
        WorldParameters {
            WorldViewProjectionMatrix
        }
        Defines {
        }
    }

wich leads to errors of course

[edit : actualy it’s the whole material definition that gets pasted in place of the glow technique …]

regards

i’m not sure multiple techniques and the editor were working well in 3.0.
I guess the editor is mixing between the 2 techniques and rewrite this one whereas it shouldn’t…
Also the glow technique not being based on nodes may screw things up a little bit further.
I’ll look into it.

indeed, well actualy I wanted to try it and it works well, the glow technique is properly engaged as needed

but somehow the editor messes the whole material definition…personaly I am not a big fan of the editor beeing able to modify the definition source…I got a backup of my work, but still…

well that’s kinda the point of the editor :stuck_out_tongue:

indeed… although so far I just moved some nodes positions trying to figure things out, but it’s all a big spaggethi