no uniform with name 'u_proj' in shader - opengl

I wrote a pair of shaders to display the textures as greyscale instead of full color. I used these shaders with libGDX's built in SpriteBatch class and it worked. Then when I tried to use it with the built in SpriteCache class it didn't work. I looked at the SpriteCache code and saw that it set some different uniforms that I tried to take into account but I seem to have gone wrong somwhere.
The SpriteCache class in libGDX sets the following uniforms:
customShader.setUniformMatrix("u_proj", projectionMatrix);
customShader.setUniformMatrix("u_trans", transformMatrix);
customShader.setUniformMatrix("u_projTrans", combinedMatrix);
customShader.setUniformi("u_texture", 0);
This is my vertex shader:
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_proj;
uniform mat4 u_projTrans;
uniform mat4 u_trans;
varying vec4 v_color;
varying vec2 v_texCoords;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = a_position* u_proj * u_trans;
}
and this is the fragment shader:
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform u_projTrans;
void main() {
vec4 color = texture2D(u_texture, v_texCoords).rgba;
float gray = (color.r + color.g + color.b) / 3.0;
vec3 grayscale = vec3(gray + 0* u_projTrans[0][0]);
gl_FragColor = vec4(grayscale, color.a);
}
The error I get is:
Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no uniform with name 'u_proj' in shader
...
com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)ackends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
I guess do any of you guys know why this isn't working? There is a uniform with the name u_proj.
Thank you all!

What Reto Koradi said was true I had forgotten to put a mat4 tag before u_projTrans, that helped me.
Then what Tenfour04 said was a huge help too! I hadn't known about:
if (!shader.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + shader.getLog());
What helped me most in the long run was finding that glsl, when compiling, would do away with unused imports and that if you weren't able to trick the compiler into thinking that unused imports were used being used the shader would compile and then crash on runtime.
In libgdx there is a static "pedantic" variable that you can set. If it is set to false the application won't crash if variables are sent to the shader that the shader isn't using, they will simply be ignored. The code in my libgdx program looked something like this:
ShaderProgram.pedantic = false;
Thanks for your help all! I hope this can help someone in the future

Make sure that you check the success of your shader compilation/linking. Your fragment shader will not compile:
uniform u_projTrans;
This variable declaration needs a type. It should be:
uniform mat4 u_projTrans;
You can use the following calls to test for errors while setting up your shader programs:
glGetShaderiv(shaderId, GL_COMPILE_STATUS, ...);
glGetShaderInfoLog(shaderId, ...);
glGetProgramiv(programId, GL_LINK_STATUS, ...);
glGetProgramInfoLog(programId, ...);

Related

rendering two textures onto two separate objects via a single fragment shader

I have been trying to render two textures onto their own objects via a single fragment shader, but I keep having issues. Can someone please explain to me if this is possible, or how to do this.
my Fragment shader:
#version 460 core
in vec3 passColor;
in vec2 passTextureCoord;
out vec4 outTex;
uniform sampler2D tex;
uniform sampler2D tex2;
void main(){
outTex = texture(tex, passTextureCoord);
outTex = texture(tex2, passTextureCoord);
}

Translate ARB assembly to GLSL?

I'm trying to translate some old OpenGL code to modern OpenGL. This code is reading data from a texture and displaying it. The fragment shader is currently created using ARB_fragment_program commands:
static const char *gl_shader_code =
"!!ARBfp1.0\n"
"TEX result.color, fragment.texcoord, texture[0], RECT; \n"
"END";
GLuint program_id;
glGenProgramsARB(1, &program_id);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei) strlen(gl_shader_code ), (GLubyte *) gl_shader_code );
I'd simply like to translate this into GLSL code. I think the fragment shader should look something like this:
#version 430 core
uniform sampler2DRect s;
void main(void)
{
gl_FragColor = texture2DRect(s, ivec2(gl_FragCoord.xy), 0);
}
But I'm not sure of a couple of details:
Is this the right usage of texture2DRect?
Is this the right usage of gl_FragCoord?
The texture is being fed with a pixel buffer object using GL_PIXEL_UNPACK_BUFFER target.
I think you can just use the standard sampler2D instead of sampler2DRect (if you do not have a real need for it) since, quoting the wiki, "From a modern perspective, they (rectangle textures) seem essentially useless.".
You can then change your texture2DRect(...) to texture(...) or texelFetch(...) (to mimic your rectangle fetching).
Since you seem to be using OpenGL 4, you do not need to (should not ?) use gl_FragColor but instead declare an out variable and write to it.
Your fragment shader should look something like this in the end:
#version 430 core
uniform sampler2D s;
out vec4 out_color;
void main(void)
{
out_color = texelFecth(s, vec2i(gl_FragCoord.xy), 0);
}
#Zouch, thank you very much for your response. I took it and worked on this for a bit. My final cores were very similar to what you suggested. For the record the final vertex and fragment shaders I implemented were as follows:
Vertex Shader:
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
out vec2 UV;
uniform mat4 MVP;
void main()
{
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
UV = vertexUV;
}
Fragment Shader:
#version 330 core
in vec2 UV;
out vec3 color;
uniform sampler2D myTextureSampler;
void main()
{
color = texture2D(myTextureSampler, UV).rgb;
}
That seemed to work.

Simple GLSL Shader (Light) causes flickering

I'm trying to implement some basic lighting and shading following the tutorial over here and here.
Everything is more or less working but I get some kind of strange flickering on object surfaces due to the shading.
I have two images attached to show you guys how this problem looks.
I think the problem is related to the fact that I'm passing vertex coordinates from vertex shader to fragment shader to compute some lighting variables as stated in the above linked tutorials.
Here is some source code (stripped out unrelated code).
Vertex Shader:
#version 150 core
in vec4 pos;
in vec4 in_col;
in vec2 in_uv;
in vec4 in_norm;
uniform mat4 model_view_projection;
out vec4 out_col;
out vec2 passed_uv;
out vec4 out_vert;
out vec4 out_norm;
void main(void) {
gl_Position = model_view_projection * pos;
out_col = in_col;
out_vert = pos;
out_norm = in_norm;
passed_uv = in_uv;
}
and Fragment Shader:
#version 150 core
uniform sampler2D tex;
uniform mat4 model_mat;
in vec4 in_col;
in vec2 passed_uv;
in vec4 vert_pos;
in vec4 in_norm;
out vec4 col;
void main(void) {
mat3 norm_mat = mat3(transpose(inverse(model_mat)));
vec3 norm = normalize(norm_mat * vec3(in_norm));
vec3 light_pos = vec3(0.0, 6.0, 0.0);
vec4 light_col = vec4(1.0, 0.8, 0.8, 1.0);
vec3 col_pos = vec3(model_mat * vert_pos);
vec3 s_to_f = light_pos - col_pos;
float brightness = dot(norm, normalize(s_to_f));
brightness = clamp(brightness, 0, 1);
gl_FragColor = out_col;
gl_FragColor = vec4(brightness * light_col.rgb * gl_FragColor.rgb, 1.0);
}
As I said earlier I guess the problem has to do with the way the vertex position is passed to the fragment shader. If I change the position values to something static no more flickering occurs.
I changed all other values to statics, too. It's the same result - no flickering if I am not using the vertex position data passed from vertex shader.
So, if there is someone out there with some GL-wisdom .. ;)
Any help would be appreciated.
Side note: running all this stuff on an Intel HD 4000 if that may provide further information.
Thanks in advance!
Ivan
The names of the out variables in the vertex shader and the in variables in the fragment shader need to match. You have this in the vertex shader:
out vec4 out_col;
out vec2 passed_uv;
out vec4 out_vert;
out vec4 out_norm;
and this in the fragment shader:
in vec4 in_col;
in vec2 passed_uv;
in vec4 vert_pos;
in vec4 in_norm;
These variables are associated by name, not by order. Except for passed_uv, the names do not match here. For example, you could use these declarations in the vertex shader:
out vec4 passed_col;
out vec2 passed_uv;
out vec4 passed_vert;
out vec4 passed_norm;
and these in the fragment shader:
in vec4 passed_col;
in vec2 passed_uv;
in vec4 passed_vert;
in vec4 passed_norm;
Based on the way I read the spec, your shader program should actually fail to link. At least in the GLSL 4.50 spec, in the table on page 43, it lists "Link-Time Error" for this situation. The rules seem somewhat ambiguous in earlier specs, though.

GLSL UV (vec2) coords Optimised-out

I'm writing an application using OpenGL 4.3 and GLSL and I need the shader to do basic UV mapping. The problem is that GLSL compiler seems to be optimising-out the UV coordinates. I cannot access them from the application side of things.
Vertex shader:
#version 330 core
uniform mat4 projection;
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 uvCoord;
out vec2 texCoord;
void main(void)
{
texCoord = uvCoord;
gl_Position = position;
}
Vertex shader:
#version 330 core
in vec2 texCoord;
out vec4 color;
uniform sampler2D tex;
void main(void)
{
color = texture2D(tex, texCoord);
}
Both the vertex and fragment shader compile and link without errors, but when I call the attributes using the following code:
GLint effectPositionLocation = glGetAttribLocation(effect->getEffect(), "position");
GLint effectUVLocation = glGetAttribLocation(effect->getEffect(), "uvCoord");
I get the 0 for the position and -1 for the uvCoord, so I can only assume that the uvCoord has been optimised out even though I am using it to pass it from the vertex shader to the fragment shader.
The result is that the geometry is displayed but only in black, no texture mapping.
I have Written similar applications in Direct3D and HLSL with no problem of attributes being optimised out. I'm thinking that it is something simple that I am forgetting or not doing but have not found out what.
Replace the 'texture2D' with 'texture', and your attribute will be used.
Bad GLSL compiler: it should not compile your shader since texture2D is not available in core profile.
EDIT: You may have forgotten to call glEnableVertexAttribArray(1); after setting your glVertexAttribPointers.

OpenGL - Using uniform variable breaks shader

There's a uniform vec3 in my shader that causes some odd behavior. If I use it in any way inside the shader - even if it has no actual effect on anything - the shader breaks and nothing that uses it is rendered.
This is the (vertex) shader:
#version 330 core
layout(std140) uniform ViewProjection
{
mat4 V;
mat4 P;
};
layout(location = 0) in vec3 vertexPosition_modelspace;
smooth out vec3 UVW;
uniform mat4 M;
uniform vec3 cameraPosition;
void main()
{
vec3 vtrans = vec3(vertexPosition_modelspace.x,vertexPosition_modelspace.y,vertexPosition_modelspace.z);
// if(cameraPosition.y == 123456)
// {}
mat4 MVP = P *V *M;
vec4 MVP_Pos = MVP *vec4(vtrans,1);
gl_Position = MVP_Pos;
UVW = vertexPosition_modelspace;
}
If I use it like this, it works fine, but as soon as I uncomment the commented lines, the shader breaks. There's no error on compiling or linking the shader, glGetError() reports no errors either. It happens if 'cameraPosition' is used in ANY way, even if it's meaningless.
This only happens on my laptop however, which is running OpenGL 3.1. On my PC with OpenGL 4.* I don't have this issue.
What's going on here?