My application is returning an error:
Fragment shader failed to compile with the following errors:
ERROR: 0:5: error(#132) Syntax error: 'out' parse error
ERROR: error(#273) 1 compilation errors. No code generated
whenever I execute the following code:
fragment.fs
#version 330
in vec4 color
out vec4 fragColor;
void main() {
fragColor = color;
}
vertex.vs
#version 330
layout (location = 0) in vec3 position;
out vec4 color;
uniform float uniformFloat;
void main() {
color = vec4(clamp(position, 0.0, 1.0), 1.0);
gl_Position = vec4(position, 1.0);
}
How could I fix this?
You forgot the semicolon after in vec4 color in the fragment shader.
Related
I've got a vertex shader that doesn't want to compile, but I see absolutely no reason for the error it is giving. It's failing with the following error:
ERROR: D:\local\Temp\f46179fe-8934-4135-820a-bed1e54b98bf.tmp:22: 'texture2D' : no matching overloaded function found
ERROR: D:\local\Temp\f46179fe-8934-4135-820a-bed1e54b98bf.tmp:22: 'assign' : cannot convert from ' const float' to ' smooth out 4-component vector of float'
ERROR: D:\local\Temp\f46179fe-8934-4135-820a-bed1e54b98bf.tmp:22: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.
SPIR-V is not generated for failed compile or link
Here is the code:
#version 460
//Passes variables from uniforms to frag_hud shader
layout(location = 0) in vec3 pos;
layout(location = 1) in vec2 vert_tex_coord;
uniform float vert_col_dist;
uniform sampler2D vert_hud01;
uniform sampler2D vert_hud02;
uniform sampler2D vert_hud03;
out vec2 tex_coord;
out float col_dist;
out vec4 hud01;
out vec4 hud02;
out vec4 hud03;
void main() {
gl_Position = vec4(pos, 1.0);
tex_coord = vec2(vert_tex_coord.x, vert_tex_coord.y);
col_dist = vert_col_dist;
hud01 = texture2D(vert_hud01, vert_tex_coord);
hud02 = texture2D(vert_hud02, vert_tex_coord);
hud03 = texture2D(vert_hud03, vert_tex_coord);
}
Figured it out. Needed to use texture() instead of texture2D().
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 my following Error which is ERROR #160 in GLSL.
#version 330 core
layout (location = 0) in vec3 position;
out vec4 pos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
pos = position;
}
and this is the error which was created when trying to compile this GLSL program.
ERROR: Vertex Shader Program Compilation Failed! Vertex shader failed to compile with the following errors:
ERROR: 0:13: error(#160) Cannot convert from: "in highp 3-component vector of vec3" to: "default out highp 4-component vector of vec4"
ERROR: error(#273) 1 compilation errors. No code generated
I have no knowledge on debugging GLSL so if there is anyone who can help it would e much appreciated.
Well, your error is pretty clear. Since you assign position to pos, and pos is a vec4 while position is a vec3, and there is no implicit conversion for this, the compiler complains. To fix this, simply create a vec4 from you position, e.g.
pos = vec4(position, 1.0f);
However, you should think about why you would need a vec4 for your position down the pipeline, or whether having pos be a vec3 would be sufficient or not.
I am using OpenGl 3 and the tutorial from BennyBox on Youtube.
Using this method:
static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string& errorMessage){
GLint success = 0;
GLchar error [1024] = {0};
if(isProgram){
glGetProgramiv(shader, flag, &success);
}else{
glGetShaderiv(shader, flag, &success);
}
if(success == GL_FALSE){
if(isProgram){
glGetProgramInfoLog(shader, sizeof(error), NULL, error);
}else{
glGetShaderInfoLog(shader,sizeof(error), NULL, error);
}
std::cerr<< errorMessage<< ": " << error<< "'"<<std::endl;
}
}
I should be able to load shader file (fragment and vertex shaders). It works with basic shaders but when I try to modify them to that point:
#version 120
attribute vec3 position;
attribute vec2 texCoord;
varying vec2 texCoord;
void main(){
gl_Position = vec4(position, 1.0);
texCoord0 = texCoord;
}
The I get:
Error compiling shader!: 'ERROR: 0:6: 'texCoord' : redefinition
ERROR: 0:11: 'texCoord0' : undeclared identifier
ERROR: 0:11: 'assign' : cannot convert from 'attribute 2-component vector of float' to 'float'
and the fragment shader:
#version 120
uniform sampler2D diffuse;
varying vec2 texCoord0;
void main(){
gl_FragColor = texture2D(diffuse, texCoord0);
}
gives:
Unable to load shader: ./res/basicShader.fs
Error linking shader program: 'Attached vertex shader is not compiled.
I have the exact same code as the video, and it runs fine using basic coloring shader. I am on Visual Studio 2012.
There are two errors in your vertex shader.
First, you are declaring texCoord twice.
attribute vec2 texCoord;
varying vec2 texCoord;
Then you are trying to use a varying called texCoord0, without ever declaring it.
texCoord0 = texCoord;
Your vertex shader should look like this:
#version 120
attribute vec3 position;
attribute vec2 texCoord;
varying vec2 texCoord0;
void main(){
gl_Position = vec4(position, 1.0);
texCoord0 = texCoord;
}
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;