I'm getting the following error when I try link my fragment shader,
QGLShader::compile(Fragment): 0(4) : error C0000: syntax error, unexpected '.', expecting "::" at token "."
I'm just trying to implement a simple fragment shader that sets colour to be green.
The code for my vertex shader (which is working) file name shader.vert
#version 430
in layout(location=0) vec2 position;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
}
The code for my fragment shader shader.frag
#version 430
out vec4 finalColour;
void main()
{
finalColour = vec4(0.0, 1.0, 0.0, 1.0);
}
The code that links the QGLShaderProgram mProgram
//Add Shaders
if (!mProgram.addShaderFromSourceFile(QGLShader::Vertex, "shader.vert")) {
error_msg("Vertex shader load failed");
}
if (!mProgram.addShaderFromSourceCode(QGLShader::Fragment, "testShader.frag")) {
error_msg("Fragment shader load failed");
}
if (!mProgram.link()) {
error_msg("Cannot link shaders");
}
mProgram.bind()
The second parameter of addShaderFromSourceCode(, code)
you must provide the content of file not the name of file itself
here you can put this code in a function and use it to load the file
Read whole ASCII file into C++ std::string
Related
I'm trying to make shader, but it gives me this error:
ERROR: 0:1: ' ' : Version number not supported by GL2
ERROR: 0:3: 'layout' : syntax error parse error
Please help!
This is my vertex shader code:
#version 330
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
And this is my fragment shader code:
#version 330
layout(location = 0) out vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}
I tried making the version lower, but it doesn't work.
Since your graphics driver and card only support OpenGL 2.0, you cannot use a GLSL shader with version 3.30. You need to use GLSL 1.10 which corresponds to OpenGL 2.0.
See OpenGL Shading Language 1.10 Specification and OpenGL specification - Khronos OpenGL registry
An appropriate shader would be:
Vertex shader
#version 110
attribute vec4 position;
void main()
{
gl_Position = position;
}
Fragment shader
#version 110
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
Iam using glslang SDK in my code to compile shader programs online, however i get the following errors for my fragment shader:
GLSL Parsing Failed for: Text.frag ERROR: 0:6: 'location' : too large
for fragment output ERROR: 1 compilation errors. No code generated.
GLSL Linking Failed for: Text.frag ERROR: 0:6: 'location' : too large
for fragment output ERROR: 1 compilation errors. No code generated.
Assertion failed: node->getOp(), file
C:\projects\glslang\SPIRV\GlslangToSpv.cpp, line 2412
my vertex shader:
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) out vec3 fragColor;
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
vec3 colors[3] = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
fragColor = colors[gl_VertexIndex];
}
My fragment shader
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 fragColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(fragColor, 1.0);
}
Iam using glslang SDK in my code to compile the shader programs online, apparently in the glslang code you have to tweak some limitation parameters manually for glslang to accept shader variables that are normally not accepted, this issue was fixed by setting maxDrawBuffers to true as the following
resources = DefaultTBuiltInResource;
resources.maxDrawBuffers = true;
I am not sure what exactly this does and why it is not set natively, but perhaps someone can explain this further.
this is the error I get when my application starts:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
Vertex link error: INVALID_OPERATION.
ERROR: error(#97) No program main found
fragment link error: INVALID_OPERATION.
ERROR: error(#97) No program main found
I couldn't find any mistake, but the shaders are correctly (fully) loaded and compiled without any errors. Here are my shaders:
vertex shader:
#version 330
layout (location = 0) in vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
}
fragment shader:
#version 330
out vec4 outputColor;
void main()
{
outputColor = vec4(1.0, 0.5, 0.2, 1.0);
}
Errors like these are usually caused by glShaderSource not receiving a correct source code string.
The cause of your issue is most likely that your shader code wasn't loaded properly and an incorrect string (or char array) is passed to glShaderSource
I am using a book called Opengl SuperBible 6th edition. I am using JOGL 2.5.1 API. Everytihing was working fine, until I created geometry shader (exercise on page 37). When I try to pass color vector from geometry shader to fragment shader, the Java virtual machine crashes. I have also implemented GLSL error check at shader creation and it shows nothing. I really want to know what is the catch here. here is my code from vertex shader to fragment shader. Funny thing is the program crashes only when i send color from geometry shader to fragment shader. If i set color manualy in fragment shader the program works.
VERTEX SHADER:
#version 430 core
layout (location = 0) in vec4 offset;
layout (location = 1) in vec4 color;
out vec4 vs_color;
void main(void){
const vec4 vertices[3] = vec4[3](vec4( 0.25, -0.25, 0.5, 1.0),
vec4(-0.25, -0.25, 0.5, 1.0),
vec4( 0.25, 0.25, 0.5, 1.0));
gl_Position = vertices[gl_VertexID] + offset;
vs_color = color;
}
TESSELATION CONTROL SHADER:
#version 430 core
layout (vertices = 3) out;
in vec4 vs_color[];
out vec4 tsc_color[];
void main(void){
if (gl_InvocationID == 0){
gl_TessLevelInner[0] = 5.0;
gl_TessLevelOuter[0] = 5.0;
gl_TessLevelOuter[1] = 5.0;
gl_TessLevelOuter[2] = 5.0;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
tsc_color[0] = vs_color[0];
}
TESSELATION EVALUATION SHADER:
#version 430 core
layout (triangles, equal_spacing, cw) in;
in vec4 tsc_color[];
out vec4 tse_color[];
void main(void){
gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position +
gl_TessCoord.y * gl_in[1].gl_Position +
gl_TessCoord.z * gl_in[2].gl_Position);
tse_color[0] = tsc_color[0];
}
GEOMETRY SHADER:
#version 430 core
layout (triangles) in;
layout (points, max_vertices = 3) out;
in vec4 tse_color[];
out vec4 geo_color;
void main(void){
int i;
for (i = 0; i < gl_in.length(); i++)
{
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
geo_color = tse_color[0];
}
FRAGMENT SHADER:
#version 430 core
in vec4 geo_color;
out vec4 color;
void main(void){
//color = vec4(0.0f, 0.8f, 1.0f, 1.0f); for manual setting
color = geo_color;
}
THE ERROR THAT OCCURES:
glLinkProgram(<int> 0x6)GLDebugEvent[ id 0x7d1
type Error
severity High: dangerous undefined behavior
source GLSL or extension compiler
msg glLinkProgram failed to link a GLSL program with the following program info log: 'Vertex shader(s) failed to link, tessellation control shader(s) failed to link, tessellation evaluation shader(s) failed to link, geometry shader(s) failed to link, fragment shader(s) failed to link.
Vertex link error: INVALID_OPERATION.
ERROR: error(#275) Symbol "tse_color" is defined with 2 different types between two stages
tessellation control link error: INVALID_OPERATION.
ERROR: error(#275) Symbol "tse_color" is defined with 2 different types between two stages
tessellation evaluation link error: INVALID_OPERATION.
ERROR: error(#275) Symbol "tse_color" is defined with 2 different types between two stages
geometry link error: INVALID_OPERATION.
ERROR: error(#275) Symbol "tse_color" is defined with 2 different types between two stages
fragment link error: INVALID_OPERATION.
ERROR: error(#275) Symbol "tse_color" is defined with 2 different types between two stages
'
when 1401907851402
source 4.4 (Core profile, arb, debug, ES2 compat, ES3 compat, FBO, hardware) - 4.4.12874 Core Profile/Debug Context 14.100.0.0 - hash 0x14e08f00]
Tessellation Evaluation Shaders only output 1 vertex. I do not know why you have declared out vec4 tse_color[];, but that is a mistake.
// out vec4 tse_color[]; // WRONG
out vec4 tse_color; // * Fixed
[...]
// tse_color[0] = tsc_color[0]; // WRONG
tse_color = tsc_color[0]; // * Fixed
Finally, you are only outputting color to a single vertex for every invocation of your control shader, when you should be outputting multiple. To pass your per-vertex color through the control shader, you need the following:
tsc_color [gl_InvocationID] = vs_color [gl_InvocationID];
Now, here is where things get strange... you are only referencing the first color in your patch for each evaluated vertex. I think what you actually want is an input/output variable qualified with patch storage. That will allow you to create exactly 1 instance of the variable shared across all invocations, sort of like a provoking vertex only for tessellation.
I'm trying to use shaders in my program but i'm getting very strange error...
Vertex shader failed to compile with the following error
ERROR: 0:6: error(#132) Syntax error: "in" parse error
ERROR: error(#273) 1 compilation errors. No code generated
I thought the problem was with file reading, but after trying many ways of that it's still not working.
So here is my code:
bool ShaderProgram::LoadShaderFile(const char* shader_path, GLuint& shader_id)
{
ifstream oFileStream(shader_path);
if(oFileStream)
{
// Load shader code
string sShaderSource;
sShaderSource.assign((istreambuf_iterator<char> (oFileStream) ), istreambuf_iterator<char> () );
// Forward shader code to OGL
const GLchar* chShaderSource = sShaderSource.c_str() + '\0';
printf("%s", chShaderSource);
glShaderSource(shader_id, 1, (const GLchar**) &chShaderSource, NULL);
return true;
}
else
return false;
}
And my shaders:
// shader.vs
// Vertex Shader
#version 330
in vec3 vVertex
in vec3 vColor
smooth out vec4 vVaryingColor;
void main()
{
vVaryingColor = vec4(vColor, 1.0);
gl_Position = vec4(vVertex, 1.0);
}
// shader.fs
// Fragment Shader
#version 330
smooth in vec4 vVeryingColor;
out vec4 vVaryingColor;
void main()
{
vFragColor = vVaryingColor;
}
You are missing the semicolons at the end of the in lines.
You have:
in vec3 vVertex
in vec3 vColor
You should have:
in vec3 vVertex;
in vec3 vColor;