c++ open gl shader failed compilation
Im trying to learn a gl in cpp and trying to create some shaders reading its documentation and following a yt tutorial.
It just had a compilation fail.
yestarday it was just printing in console Shader " + filePath + " failed to Compile
Today it printing that :
ERROR: 0:7: 'gl_position' : undeclared identifier
ERROR: 0:7: 'xy' : field selection requires structure, vector, or matrix on left
hand side
ERROR: 0:7: 'assign' : cannot convert from '2-component vector of highp float'
to 'highp float'
ERROR: 0:8: 'z' : field selection requires structure, vector, or matrix on left
hand side
ERROR: 0:9: 'w' : field selection requires structure, vector, or matrix on left
hand side
Shader shaders/colorShading.vert failed to Compile
Enter any key to quit...
this is my shader source code:
#version 130
in vec2 vertexPosition;
void main()
{
gl_position.xy = vertexPosition * 2;
gl_position.z = 0.0;
gl_position.w = 1.0;
}
//////////////////////////////////////////////////////
#include "GLSLProgram.h"
#include "Error.h"
#include <fstream>
#include <vector>
GLSLProgram::GLSLProgram() :_numAttributes(0), _programID(0), _vertexShaderID(0), _fragmentShaderID(0)
{
}
GLSLProgram::~GLSLProgram()
{
}
void GLSLProgram::compileShaders(const std::string& vertexShaderFilePath, const std::string& framgmentShaderFilePath)
{
_vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
if (_vertexShaderID == 0)
{
fatalError("Vertex shader failed to be created!");
}
_fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
if (_fragmentShaderID == 0)
{
fatalError("Fragment shader failed to be created!");
}
compileShader(vertexShaderFilePath, _vertexShaderID);
compileShader(framgmentShaderFilePath, _fragmentShaderID);
}
void GLSLProgram::linkShaders()
{
// Attach Shaders to Program
glAttachShader(_programID, _vertexShaderID);
glAttachShader(_programID, _fragmentShaderID);
// Link the Program.
glLinkProgram(_programID);
GLuint isLinked = 0;
glGetProgramiv(_programID, GL_LINK_STATUS, (int *)&isLinked);
if (GL_FALSE == isLinked) {
GLint maxLength = 0;
glGetProgramiv(_programID, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<char> errorLog(maxLength);
glGetProgramInfoLog(_programID, maxLength, &maxLength, &errorLog[0]);
glDeleteProgram(_programID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
std::printf("%sn", &(errorLog[0]));
fatalError("Shaders failed to link!");
return;
}
glDetachShader(_programID, _vertexShaderID);
glDetachShader(_programID, _fragmentShaderID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
}
void GLSLProgram::addAttribute(const std::string& attributeName)
{
glBindAttribLocation(_programID, _numAttributes++, attributeName.c_str());
}
void GLSLProgram::use()
{
glUseProgram(_programID);
for (int i = 0; i < _numAttributes; i++)
{
glEnableVertexAttribArray(i);
}
}
void GLSLProgram::unuse()
{
glUseProgram(0);
for (int i = 0; i < _numAttributes; i++)
{
glDisableVertexAttribArray(i);
}
}
void GLSLProgram::compileShader(const std::string & filePath, GLuint& id)
{
std::ifstream fileptr(filePath);
if (fileptr.fail()) {
// Not sold on this
perror(filePath.c_str());
fatalError("Failed to Open " + filePath);
}
std::string fileContents = "";
std::string line;
while (std::getline(fileptr, line))
{
fileContents += line + "n";
}
fileptr.close();
// This is weird
const GLchar * contentsPtr = fileContents.c_str();
glShaderSource(id, 1, &contentsPtr, 0);
glCompileShader(id);
GLint success = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> errorLog(maxLength);
glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);
glDeleteShader(id);
std::printf("%sn", &(errorLog[0]));
fatalError("Shader " + filePath + " failed to Compile");
}
}
c++ glsl shader
add a comment |
Im trying to learn a gl in cpp and trying to create some shaders reading its documentation and following a yt tutorial.
It just had a compilation fail.
yestarday it was just printing in console Shader " + filePath + " failed to Compile
Today it printing that :
ERROR: 0:7: 'gl_position' : undeclared identifier
ERROR: 0:7: 'xy' : field selection requires structure, vector, or matrix on left
hand side
ERROR: 0:7: 'assign' : cannot convert from '2-component vector of highp float'
to 'highp float'
ERROR: 0:8: 'z' : field selection requires structure, vector, or matrix on left
hand side
ERROR: 0:9: 'w' : field selection requires structure, vector, or matrix on left
hand side
Shader shaders/colorShading.vert failed to Compile
Enter any key to quit...
this is my shader source code:
#version 130
in vec2 vertexPosition;
void main()
{
gl_position.xy = vertexPosition * 2;
gl_position.z = 0.0;
gl_position.w = 1.0;
}
//////////////////////////////////////////////////////
#include "GLSLProgram.h"
#include "Error.h"
#include <fstream>
#include <vector>
GLSLProgram::GLSLProgram() :_numAttributes(0), _programID(0), _vertexShaderID(0), _fragmentShaderID(0)
{
}
GLSLProgram::~GLSLProgram()
{
}
void GLSLProgram::compileShaders(const std::string& vertexShaderFilePath, const std::string& framgmentShaderFilePath)
{
_vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
if (_vertexShaderID == 0)
{
fatalError("Vertex shader failed to be created!");
}
_fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
if (_fragmentShaderID == 0)
{
fatalError("Fragment shader failed to be created!");
}
compileShader(vertexShaderFilePath, _vertexShaderID);
compileShader(framgmentShaderFilePath, _fragmentShaderID);
}
void GLSLProgram::linkShaders()
{
// Attach Shaders to Program
glAttachShader(_programID, _vertexShaderID);
glAttachShader(_programID, _fragmentShaderID);
// Link the Program.
glLinkProgram(_programID);
GLuint isLinked = 0;
glGetProgramiv(_programID, GL_LINK_STATUS, (int *)&isLinked);
if (GL_FALSE == isLinked) {
GLint maxLength = 0;
glGetProgramiv(_programID, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<char> errorLog(maxLength);
glGetProgramInfoLog(_programID, maxLength, &maxLength, &errorLog[0]);
glDeleteProgram(_programID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
std::printf("%sn", &(errorLog[0]));
fatalError("Shaders failed to link!");
return;
}
glDetachShader(_programID, _vertexShaderID);
glDetachShader(_programID, _fragmentShaderID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
}
void GLSLProgram::addAttribute(const std::string& attributeName)
{
glBindAttribLocation(_programID, _numAttributes++, attributeName.c_str());
}
void GLSLProgram::use()
{
glUseProgram(_programID);
for (int i = 0; i < _numAttributes; i++)
{
glEnableVertexAttribArray(i);
}
}
void GLSLProgram::unuse()
{
glUseProgram(0);
for (int i = 0; i < _numAttributes; i++)
{
glDisableVertexAttribArray(i);
}
}
void GLSLProgram::compileShader(const std::string & filePath, GLuint& id)
{
std::ifstream fileptr(filePath);
if (fileptr.fail()) {
// Not sold on this
perror(filePath.c_str());
fatalError("Failed to Open " + filePath);
}
std::string fileContents = "";
std::string line;
while (std::getline(fileptr, line))
{
fileContents += line + "n";
}
fileptr.close();
// This is weird
const GLchar * contentsPtr = fileContents.c_str();
glShaderSource(id, 1, &contentsPtr, 0);
glCompileShader(id);
GLint success = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> errorLog(maxLength);
glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);
glDeleteShader(id);
std::printf("%sn", &(errorLog[0]));
fatalError("Shader " + filePath + " failed to Compile");
}
}
c++ glsl shader
2
The shader is failing to compile, but we don't have its source code...
– Matthieu Brucher
Nov 16 '18 at 9:29
2
"ERROR: 0:7: 'gl_position' ", it has to begl_Position
, GLSL is case sensitive
– Rabbid76
Nov 16 '18 at 9:37
1
Indeed, just a typo: khronos.org/opengl/wiki/Built-in_Variable_(GLSL)
– Matthieu Brucher
Nov 16 '18 at 9:39
add a comment |
Im trying to learn a gl in cpp and trying to create some shaders reading its documentation and following a yt tutorial.
It just had a compilation fail.
yestarday it was just printing in console Shader " + filePath + " failed to Compile
Today it printing that :
ERROR: 0:7: 'gl_position' : undeclared identifier
ERROR: 0:7: 'xy' : field selection requires structure, vector, or matrix on left
hand side
ERROR: 0:7: 'assign' : cannot convert from '2-component vector of highp float'
to 'highp float'
ERROR: 0:8: 'z' : field selection requires structure, vector, or matrix on left
hand side
ERROR: 0:9: 'w' : field selection requires structure, vector, or matrix on left
hand side
Shader shaders/colorShading.vert failed to Compile
Enter any key to quit...
this is my shader source code:
#version 130
in vec2 vertexPosition;
void main()
{
gl_position.xy = vertexPosition * 2;
gl_position.z = 0.0;
gl_position.w = 1.0;
}
//////////////////////////////////////////////////////
#include "GLSLProgram.h"
#include "Error.h"
#include <fstream>
#include <vector>
GLSLProgram::GLSLProgram() :_numAttributes(0), _programID(0), _vertexShaderID(0), _fragmentShaderID(0)
{
}
GLSLProgram::~GLSLProgram()
{
}
void GLSLProgram::compileShaders(const std::string& vertexShaderFilePath, const std::string& framgmentShaderFilePath)
{
_vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
if (_vertexShaderID == 0)
{
fatalError("Vertex shader failed to be created!");
}
_fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
if (_fragmentShaderID == 0)
{
fatalError("Fragment shader failed to be created!");
}
compileShader(vertexShaderFilePath, _vertexShaderID);
compileShader(framgmentShaderFilePath, _fragmentShaderID);
}
void GLSLProgram::linkShaders()
{
// Attach Shaders to Program
glAttachShader(_programID, _vertexShaderID);
glAttachShader(_programID, _fragmentShaderID);
// Link the Program.
glLinkProgram(_programID);
GLuint isLinked = 0;
glGetProgramiv(_programID, GL_LINK_STATUS, (int *)&isLinked);
if (GL_FALSE == isLinked) {
GLint maxLength = 0;
glGetProgramiv(_programID, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<char> errorLog(maxLength);
glGetProgramInfoLog(_programID, maxLength, &maxLength, &errorLog[0]);
glDeleteProgram(_programID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
std::printf("%sn", &(errorLog[0]));
fatalError("Shaders failed to link!");
return;
}
glDetachShader(_programID, _vertexShaderID);
glDetachShader(_programID, _fragmentShaderID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
}
void GLSLProgram::addAttribute(const std::string& attributeName)
{
glBindAttribLocation(_programID, _numAttributes++, attributeName.c_str());
}
void GLSLProgram::use()
{
glUseProgram(_programID);
for (int i = 0; i < _numAttributes; i++)
{
glEnableVertexAttribArray(i);
}
}
void GLSLProgram::unuse()
{
glUseProgram(0);
for (int i = 0; i < _numAttributes; i++)
{
glDisableVertexAttribArray(i);
}
}
void GLSLProgram::compileShader(const std::string & filePath, GLuint& id)
{
std::ifstream fileptr(filePath);
if (fileptr.fail()) {
// Not sold on this
perror(filePath.c_str());
fatalError("Failed to Open " + filePath);
}
std::string fileContents = "";
std::string line;
while (std::getline(fileptr, line))
{
fileContents += line + "n";
}
fileptr.close();
// This is weird
const GLchar * contentsPtr = fileContents.c_str();
glShaderSource(id, 1, &contentsPtr, 0);
glCompileShader(id);
GLint success = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> errorLog(maxLength);
glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);
glDeleteShader(id);
std::printf("%sn", &(errorLog[0]));
fatalError("Shader " + filePath + " failed to Compile");
}
}
c++ glsl shader
Im trying to learn a gl in cpp and trying to create some shaders reading its documentation and following a yt tutorial.
It just had a compilation fail.
yestarday it was just printing in console Shader " + filePath + " failed to Compile
Today it printing that :
ERROR: 0:7: 'gl_position' : undeclared identifier
ERROR: 0:7: 'xy' : field selection requires structure, vector, or matrix on left
hand side
ERROR: 0:7: 'assign' : cannot convert from '2-component vector of highp float'
to 'highp float'
ERROR: 0:8: 'z' : field selection requires structure, vector, or matrix on left
hand side
ERROR: 0:9: 'w' : field selection requires structure, vector, or matrix on left
hand side
Shader shaders/colorShading.vert failed to Compile
Enter any key to quit...
this is my shader source code:
#version 130
in vec2 vertexPosition;
void main()
{
gl_position.xy = vertexPosition * 2;
gl_position.z = 0.0;
gl_position.w = 1.0;
}
//////////////////////////////////////////////////////
#include "GLSLProgram.h"
#include "Error.h"
#include <fstream>
#include <vector>
GLSLProgram::GLSLProgram() :_numAttributes(0), _programID(0), _vertexShaderID(0), _fragmentShaderID(0)
{
}
GLSLProgram::~GLSLProgram()
{
}
void GLSLProgram::compileShaders(const std::string& vertexShaderFilePath, const std::string& framgmentShaderFilePath)
{
_vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
if (_vertexShaderID == 0)
{
fatalError("Vertex shader failed to be created!");
}
_fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
if (_fragmentShaderID == 0)
{
fatalError("Fragment shader failed to be created!");
}
compileShader(vertexShaderFilePath, _vertexShaderID);
compileShader(framgmentShaderFilePath, _fragmentShaderID);
}
void GLSLProgram::linkShaders()
{
// Attach Shaders to Program
glAttachShader(_programID, _vertexShaderID);
glAttachShader(_programID, _fragmentShaderID);
// Link the Program.
glLinkProgram(_programID);
GLuint isLinked = 0;
glGetProgramiv(_programID, GL_LINK_STATUS, (int *)&isLinked);
if (GL_FALSE == isLinked) {
GLint maxLength = 0;
glGetProgramiv(_programID, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<char> errorLog(maxLength);
glGetProgramInfoLog(_programID, maxLength, &maxLength, &errorLog[0]);
glDeleteProgram(_programID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
std::printf("%sn", &(errorLog[0]));
fatalError("Shaders failed to link!");
return;
}
glDetachShader(_programID, _vertexShaderID);
glDetachShader(_programID, _fragmentShaderID);
glDeleteShader(_vertexShaderID);
glDeleteShader(_fragmentShaderID);
}
void GLSLProgram::addAttribute(const std::string& attributeName)
{
glBindAttribLocation(_programID, _numAttributes++, attributeName.c_str());
}
void GLSLProgram::use()
{
glUseProgram(_programID);
for (int i = 0; i < _numAttributes; i++)
{
glEnableVertexAttribArray(i);
}
}
void GLSLProgram::unuse()
{
glUseProgram(0);
for (int i = 0; i < _numAttributes; i++)
{
glDisableVertexAttribArray(i);
}
}
void GLSLProgram::compileShader(const std::string & filePath, GLuint& id)
{
std::ifstream fileptr(filePath);
if (fileptr.fail()) {
// Not sold on this
perror(filePath.c_str());
fatalError("Failed to Open " + filePath);
}
std::string fileContents = "";
std::string line;
while (std::getline(fileptr, line))
{
fileContents += line + "n";
}
fileptr.close();
// This is weird
const GLchar * contentsPtr = fileContents.c_str();
glShaderSource(id, 1, &contentsPtr, 0);
glCompileShader(id);
GLint success = 0;
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint maxLength = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<GLchar> errorLog(maxLength);
glGetShaderInfoLog(id, maxLength, &maxLength, &errorLog[0]);
glDeleteShader(id);
std::printf("%sn", &(errorLog[0]));
fatalError("Shader " + filePath + " failed to Compile");
}
}
c++ glsl shader
c++ glsl shader
edited Nov 16 '18 at 9:42
Rabbid76
42.4k123353
42.4k123353
asked Nov 16 '18 at 9:28
Unknown NameUnknown Name
14
14
2
The shader is failing to compile, but we don't have its source code...
– Matthieu Brucher
Nov 16 '18 at 9:29
2
"ERROR: 0:7: 'gl_position' ", it has to begl_Position
, GLSL is case sensitive
– Rabbid76
Nov 16 '18 at 9:37
1
Indeed, just a typo: khronos.org/opengl/wiki/Built-in_Variable_(GLSL)
– Matthieu Brucher
Nov 16 '18 at 9:39
add a comment |
2
The shader is failing to compile, but we don't have its source code...
– Matthieu Brucher
Nov 16 '18 at 9:29
2
"ERROR: 0:7: 'gl_position' ", it has to begl_Position
, GLSL is case sensitive
– Rabbid76
Nov 16 '18 at 9:37
1
Indeed, just a typo: khronos.org/opengl/wiki/Built-in_Variable_(GLSL)
– Matthieu Brucher
Nov 16 '18 at 9:39
2
2
The shader is failing to compile, but we don't have its source code...
– Matthieu Brucher
Nov 16 '18 at 9:29
The shader is failing to compile, but we don't have its source code...
– Matthieu Brucher
Nov 16 '18 at 9:29
2
2
"ERROR: 0:7: 'gl_position' ", it has to be
gl_Position
, GLSL is case sensitive– Rabbid76
Nov 16 '18 at 9:37
"ERROR: 0:7: 'gl_position' ", it has to be
gl_Position
, GLSL is case sensitive– Rabbid76
Nov 16 '18 at 9:37
1
1
Indeed, just a typo: khronos.org/opengl/wiki/Built-in_Variable_(GLSL)
– Matthieu Brucher
Nov 16 '18 at 9:39
Indeed, just a typo: khronos.org/opengl/wiki/Built-in_Variable_(GLSL)
– Matthieu Brucher
Nov 16 '18 at 9:39
add a comment |
1 Answer
1
active
oldest
votes
The vertex shader failed to compile, because it has to be gl_Position
instead of gl_position
. GLSL is case sensitive. See Vertex Shader - Outputs:
void main()
{
gl_Position.xy = vertexPosition * 2;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
You are right! Thank you. now it says: ERROR: 0:8: 'constructor' : too many arguments Shader shaders/colorShading.frag failed to Compile Enter any key to quit...
– Unknown Name
Nov 16 '18 at 9:40
@IliasKarypidis This is an error in the fragment shader. Pleas show your fragment shader too
– Rabbid76
Nov 16 '18 at 9:44
yes iwrote in vec3(1.0, 0.0, 0,0);
– Unknown Name
Nov 16 '18 at 9:48
now the problem is solved but i get and ms visual c++ runtime library error. debug assertion failed! expression:vector subscrit out of range
– Unknown Name
Nov 16 '18 at 9:49
can anyone help me ?
– Unknown Name
Nov 16 '18 at 10:52
|
show 1 more comment
Your Answer
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
The vertex shader failed to compile, because it has to be gl_Position
instead of gl_position
. GLSL is case sensitive. See Vertex Shader - Outputs:
void main()
{
gl_Position.xy = vertexPosition * 2;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
You are right! Thank you. now it says: ERROR: 0:8: 'constructor' : too many arguments Shader shaders/colorShading.frag failed to Compile Enter any key to quit...
– Unknown Name
Nov 16 '18 at 9:40
@IliasKarypidis This is an error in the fragment shader. Pleas show your fragment shader too
– Rabbid76
Nov 16 '18 at 9:44
yes iwrote in vec3(1.0, 0.0, 0,0);
– Unknown Name
Nov 16 '18 at 9:48
now the problem is solved but i get and ms visual c++ runtime library error. debug assertion failed! expression:vector subscrit out of range
– Unknown Name
Nov 16 '18 at 9:49
can anyone help me ?
– Unknown Name
Nov 16 '18 at 10:52
|
show 1 more comment
The vertex shader failed to compile, because it has to be gl_Position
instead of gl_position
. GLSL is case sensitive. See Vertex Shader - Outputs:
void main()
{
gl_Position.xy = vertexPosition * 2;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
You are right! Thank you. now it says: ERROR: 0:8: 'constructor' : too many arguments Shader shaders/colorShading.frag failed to Compile Enter any key to quit...
– Unknown Name
Nov 16 '18 at 9:40
@IliasKarypidis This is an error in the fragment shader. Pleas show your fragment shader too
– Rabbid76
Nov 16 '18 at 9:44
yes iwrote in vec3(1.0, 0.0, 0,0);
– Unknown Name
Nov 16 '18 at 9:48
now the problem is solved but i get and ms visual c++ runtime library error. debug assertion failed! expression:vector subscrit out of range
– Unknown Name
Nov 16 '18 at 9:49
can anyone help me ?
– Unknown Name
Nov 16 '18 at 10:52
|
show 1 more comment
The vertex shader failed to compile, because it has to be gl_Position
instead of gl_position
. GLSL is case sensitive. See Vertex Shader - Outputs:
void main()
{
gl_Position.xy = vertexPosition * 2;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
The vertex shader failed to compile, because it has to be gl_Position
instead of gl_position
. GLSL is case sensitive. See Vertex Shader - Outputs:
void main()
{
gl_Position.xy = vertexPosition * 2;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
edited Nov 16 '18 at 9:41
answered Nov 16 '18 at 9:40
Rabbid76Rabbid76
42.4k123353
42.4k123353
You are right! Thank you. now it says: ERROR: 0:8: 'constructor' : too many arguments Shader shaders/colorShading.frag failed to Compile Enter any key to quit...
– Unknown Name
Nov 16 '18 at 9:40
@IliasKarypidis This is an error in the fragment shader. Pleas show your fragment shader too
– Rabbid76
Nov 16 '18 at 9:44
yes iwrote in vec3(1.0, 0.0, 0,0);
– Unknown Name
Nov 16 '18 at 9:48
now the problem is solved but i get and ms visual c++ runtime library error. debug assertion failed! expression:vector subscrit out of range
– Unknown Name
Nov 16 '18 at 9:49
can anyone help me ?
– Unknown Name
Nov 16 '18 at 10:52
|
show 1 more comment
You are right! Thank you. now it says: ERROR: 0:8: 'constructor' : too many arguments Shader shaders/colorShading.frag failed to Compile Enter any key to quit...
– Unknown Name
Nov 16 '18 at 9:40
@IliasKarypidis This is an error in the fragment shader. Pleas show your fragment shader too
– Rabbid76
Nov 16 '18 at 9:44
yes iwrote in vec3(1.0, 0.0, 0,0);
– Unknown Name
Nov 16 '18 at 9:48
now the problem is solved but i get and ms visual c++ runtime library error. debug assertion failed! expression:vector subscrit out of range
– Unknown Name
Nov 16 '18 at 9:49
can anyone help me ?
– Unknown Name
Nov 16 '18 at 10:52
You are right! Thank you. now it says: ERROR: 0:8: 'constructor' : too many arguments Shader shaders/colorShading.frag failed to Compile Enter any key to quit...
– Unknown Name
Nov 16 '18 at 9:40
You are right! Thank you. now it says: ERROR: 0:8: 'constructor' : too many arguments Shader shaders/colorShading.frag failed to Compile Enter any key to quit...
– Unknown Name
Nov 16 '18 at 9:40
@IliasKarypidis This is an error in the fragment shader. Pleas show your fragment shader too
– Rabbid76
Nov 16 '18 at 9:44
@IliasKarypidis This is an error in the fragment shader. Pleas show your fragment shader too
– Rabbid76
Nov 16 '18 at 9:44
yes iwrote in vec3(1.0, 0.0, 0,0);
– Unknown Name
Nov 16 '18 at 9:48
yes iwrote in vec3(1.0, 0.0, 0,0);
– Unknown Name
Nov 16 '18 at 9:48
now the problem is solved but i get and ms visual c++ runtime library error. debug assertion failed! expression:vector subscrit out of range
– Unknown Name
Nov 16 '18 at 9:49
now the problem is solved but i get and ms visual c++ runtime library error. debug assertion failed! expression:vector subscrit out of range
– Unknown Name
Nov 16 '18 at 9:49
can anyone help me ?
– Unknown Name
Nov 16 '18 at 10:52
can anyone help me ?
– Unknown Name
Nov 16 '18 at 10:52
|
show 1 more comment
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2
The shader is failing to compile, but we don't have its source code...
– Matthieu Brucher
Nov 16 '18 at 9:29
2
"ERROR: 0:7: 'gl_position' ", it has to be
gl_Position
, GLSL is case sensitive– Rabbid76
Nov 16 '18 at 9:37
1
Indeed, just a typo: khronos.org/opengl/wiki/Built-in_Variable_(GLSL)
– Matthieu Brucher
Nov 16 '18 at 9:39