Warning: file_get_contents(/data/phpspider/zhask/data//catemap/3/apache-spark/6.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
Opengl es OpenGL ES'<<';不在'上运行;int';和';int';_Opengl Es_Shader_Bitwise Operators - Fatal编程技术网

Opengl es OpenGL ES'<<';不在'上运行;int';和';int';

Opengl es OpenGL ES'<<';不在'上运行;int';和';int';,opengl-es,shader,bitwise-operators,Opengl Es,Shader,Bitwise Operators,我有一个与我的Mac应用程序完美配合的着色器。但现在我正试图制作一个iOS版本的应用程序,我得到了一个奇怪的错误。以下是片段着色器的一部分: uniform sampler2D image; varying lowp vec2 fragTex; int LFSR_Rand_Gen(in int n) { n = (n << 13) ^ n; return (n * (n*n*15731+789221) + 1376312589) & 0x7fffffff; } floa

我有一个与我的Mac应用程序完美配合的着色器。但现在我正试图制作一个iOS版本的应用程序,我得到了一个奇怪的错误。以下是片段着色器的一部分:

uniform sampler2D image;
varying lowp vec2 fragTex;

 int LFSR_Rand_Gen(in int n)
{
n = (n << 13) ^ n;
return (n * (n*n*15731+789221) + 1376312589) & 0x7fffffff;
}

float LFSR_Rand_Gen_f(in int n )
{
    return float(LFSR_Rand_Gen(n));
}

float noise3f(in vec3 p)
{
ivec3 ip = ivec3(floor(p));
vec3 u = fract(p);
u = u*u*(3.0-2.0*u);

int n = ip.x + ip.y*57 + ip.z*113;

float res = mix(mix(mix(LFSR_Rand_Gen_f(n+(0+57*0+113*0)),
                        LFSR_Rand_Gen_f(n+(1+57*0+113*0)),u.x),
                    mix(LFSR_Rand_Gen_f(n+(0+57*1+113*0)),
                        LFSR_Rand_Gen_f(n+(1+57*1+113*0)),u.x),u.y),
                mix(mix(LFSR_Rand_Gen_f(n+(0+57*0+113*1)),
                        LFSR_Rand_Gen_f(n+(1+57*0+113*1)),u.x),
                    mix(LFSR_Rand_Gen_f(n+(0+57*1+113*1)),
                        LFSR_Rand_Gen_f(n+(1+57*1+113*1)),u.x),u.y),u.z);

     return 1.0 - res*(1.0/1073741824.0);
}


void main()
{

// calculations
gl_FragColor = fragTex;

}
均匀采样二维图像;
可变低电压vec2-fragTex;
整数LFSR\u Rand\u Gen(整数n)
{

n=(n
您在哪台设备上进行测试?
我在iOS模拟器上进行测试。我尝试了kEAGLRenderingAPIOpenGLES2和kEAGLRenderingAPIOpenGLES3,结果相同。
#version 300 es
#version 300 es

in vec4 position;
in vec3 normal;

out lowp vec4 colorVarying;

uniform mat4 modelViewProjectionMatrix;
uniform mat3 normalMatrix;

void main()
{
    int a, b, c;
    c = a & b;

    // template stuff follows
    vec3 eyeNormal = normalize(normalMatrix * normal);
    vec3 lightPosition = vec3(0.0, 0.0, 1.0);
    vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);

    float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));

    colorVarying = diffuseColor * nDotVP;

    gl_Position = modelViewProjectionMatrix * position;
}
#version 300 es

in lowp vec4 colorVarying;

out lowp vec4 my_FragColor;

void main()
{
    my_FragColor = colorVarying;
}
    int a, b, c;
    c = a & b;