[英]Shader Compiling Error
I am working on a project that has shaders hidden in the source code.我正在开发一个在源代码中隐藏了着色器的项目。 I received this error (at runtime):我收到此错误(在运行时):
Error compiling vertex shader:
Full VS shader source:
//precision highp float;
uniform vec2 uEyeToSourceUVScale;
uniform vec2 uEyeToSourceUVOffset;
attribute vec4 aPosition; ///< [-1,+1],[-1,+1] over the entire framebuffer. Lerp factor in Pos.z. Vignette fade factorin Pos.w.
attribute vec2 aTanEyeAnglesR; ///< The tangents of the horizontal and vertical eye angles for the red channel.
attribute vec2 aTanEyeAnglesG; ///< The tangents of the horizontal and vertical eye angles for the green channel.
attribute vec2 aTanEyeAnglesB; ///< The tangents of the horizontal and vertical eye angles for the blue channel.
varying vec4 vPosition;
varying vec2 vTexCoordR;
varying vec2 vTexCoordG;
varying vec2 vTexCoordB;
void main(void)
{
vPosition = aPosition;
vTexCoordR = aTanEyeAnglesR * uEyeToSourceUVScale + uEyeToSourceUVOffset;
vTexCoordG = aTanEyeAnglesG * uEyeToSourceUVScale + uEyeToSourceUVOffset;
vTexCoordB = aTanEyeAnglesB * uEyeToSourceUVScale + uEyeToSourceUVOffset;
vTexCoordR.y = 1.0 - vTexCoordR.y;
vTexCoordG.y = 1.0 - vTexCoordG.y;
vTexCoordB.y = 1.0 - vTexCoordB.y;
gl_Position = vec4(aPosition.xy, 0, 1);
}
Shader compilation failed.
I don't know how to approach solving this problem (no shader experience);我不知道如何解决这个问题(没有着色器经验); however, I know shader code is similar to C++ code and in that sense this looks very straightforwardly correct to me (unless I'm missing something).但是,我知道着色器代码类似于 C++ 代码,从这个意义上说,这对我来说看起来非常正确(除非我遗漏了一些东西)。
Is there something obviously wrong with this shader code?这个着色器代码有什么明显的问题吗?
The lack of a #version
directive implies #version 110
.缺少#version
指令意味着#version 110
。
gl_Position = vec4(aPosition.xy, 0, 1);
^ ^ int literals
#version 110
doesn't support automatic int
-> float
conversion. #version 110
不支持自动int
-> float
转换。 Use float
literals instead:改用float
文字:
gl_Position = vec4(aPosition.xy, 0.0, 1.0);
^^^ ^^^ float literals
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