[NVIDIA][Hybrid] Shader path not found after 0.50.1 update (HYPRLAND_SHADER_DIR ignored) #11318
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Begasgug
asked this question in
Bugs - Renderer
Replies: 1 comment 9 replies
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what is and what is thats not a upstream config option nor environment variable? |
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Problem description:
After updating Hyprland to version 0.50.1 on Arch Linux (hyprland-git from AUR), I constantly get the error: Screen shader path not found!
The HYPRLAND_SHADER_DIR variable is set correctly, but the shader directory is either not recognized or ignored — even after downloading the official shaders package.
System info:
OS: Arch Linux (fully updated)
GPU: NVIDIA RTX 2050 (dGPU) + AMD Vega (iGPU, hybrid setup)
NVIDIA Driver: 575.64.03
Hyprland version: 0.50.1 (AUR hyprland-git)
Steps I tried:
1.Created shaders folder ~/.config/hypr/shaders
2.Downloaded shaders from official 0.50.1 release and extracted them
3.Verified folder (currently shows no .frag files)
4.Set environment variables in hyprland.conf:
env = HYPRLAND_SHADER_DIR,/home/begasugu/.config/hypr/shaders
env = WLR_RENDERER,vulkan
env = LIBVA_DRIVER_NAME,nvidia
env = GBM_BACKEND,nvidia-drm
env = __GLX_VENDOR_LIBRARY_NAME,nvidia
env = WLR_NO_HARDWARE_CURSORS,1
5.Also exported these vars in .zshrc
6.Fully reinstalled Hyprland via AUR
Result:
Error appears every session:
[WARN] Screen shader path not found
[ERROR] Failed to compile shader: /home/begasugu/.config/hypr/shaders/screenShader.frag
[WARN] Shader "screenShader" not found in /home/begasugu/.config/hypr/shaders
echo $HYPRLAND_SHADER_DIR shows correct path inside session
hyprshade also fails with "Shader not found"
Additional notes:
On previous Hyprland version (0.49.x) shaders worked fine
Might be related to GLSL 4.60 update or hybrid GPU setup
Shader folder currently empty (no .frag files present after extraction)
Logs:
https://pastebin.com/nkXweptR - hyprland.conf
https://pastebin.com/d59aV7fw - hyprland.log
Questions:
Is HYPRLAND_SHADER_DIR still supported in 0.50.1?
Did shader naming change (.frag → .glsl)?
Are there additional steps needed for NVIDIA hybrid systems?
Temporary workaround:
Disabling shaders removes the error, but it’s not ideal:
misc {
disable_hyprland_shader = true
}
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