Opengl GLSL-奇怪的语法错误“<&引用;
我正在尝试使用着色器,但它一直告诉我碎片着色器和顶点着色器都存在此错误:Opengl GLSL-奇怪的语法错误“<&引用;,opengl,glsl,shader,Opengl,Glsl,Shader,我正在尝试使用着色器,但它一直告诉我碎片着色器和顶点着色器都存在此错误: error(#132) Syntax error: "<" parse error 片段着色器 varying vec4 diffuse,ambient; varying vec3 normal,halfVector; void main() { vec3 n,halfV,lightDir; float NdotL,NdotHV; lightDir = vec3(gl_LightSo
error(#132) Syntax error: "<" parse error
片段着色器
varying vec4 diffuse,ambient;
varying vec3 normal,halfVector;
void main()
{
vec3 n,halfV,lightDir;
float NdotL,NdotHV;
lightDir = vec3(gl_LightSource[0].position);
vec4 color = ambient;
n = normalize(normal);
NdotL = max(dot(n,lightDir),0.0);
if (NdotL > 0.0) {
color += diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
color += gl_FrontMaterial.specular *
gl_LightSource[0].specular *
pow(NdotHV, gl_FrontMaterial.shininess);
}
gl_FragColor = color;
}
读取着色器的代码:
bool Shader::load(string vertex , string fragment)
{
// These will hold the shader's text file data
string vshader, fshader;
// Make sure the user passed in a vertex and fragment shader file
if(!vertex.length() || !fragment.length()) return false;
// If any of our shader pointers are set, let's free them first.
if(VertexShader || FragmentShader || ProgramObject) Release();
// Here we get a pointer to our vertex and fragment shaders
VertexShader = glCreateShader(GL_VERTEX_SHADER);
FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Now we load the shaders from the respective files and store it in a string.
vshader = LoadTextFile(vertex.c_str());
fshader = LoadTextFile(fragment.c_str());
if(vshader == "" || fshader == "") return false;
// Do a quick switch so we can do a double pointer below
const char *vvshader = vshader.c_str();
const char *ffshader = fshader.c_str();
// Now this assigns the shader text file to each shader pointer
glShaderSource(VertexShader, 1, &vvshader, NULL);
glShaderSource(FragmentShader, 1, &ffshader, NULL);
// Now we actually compile the shader's code
glCompileShader(VertexShader);
glCompileShader(FragmentShader);
printInfoLog(VertexShader);
printInfoLog(FragmentShader);
// Next we create a program object to represent our shaders
ProgramObject = glCreateProgram();
// We attach each shader we just loaded to our program object
glAttachShader(ProgramObject, VertexShader);
glAttachShader(ProgramObject, FragmentShader);
// Our last init function is to link our program object with OpenGL
glLinkProgram(ProgramObject);
printInfoLog(ProgramObject);
// Now, let's turn off our current shader.
glUseProgram(0);
return true;
}
string Shader::LoadTextFile(string file)
{
// Open the file passed in
ifstream fin(file.c_str());
// Make sure we opened the file correctly
if(!fin) return "";
string line = "";
string text = "";
// Go through and store each line in the text file within a "string" object
while(getline(fin, line))
{
text = text + "\n" + line;
}
// Close our file
fin.close();
// Return the text file's data
return text;
}
然而,如果我尝试另一个着色器,它可以正常工作!我真的不知道为什么。你的错误和
的缺乏,你能显示一个工作着色器的来源吗?我建议只打印字符串vvshader和ffshader(或使用一些gl调试器),以确保您确实发送了您认为正在使用的源代码。
bool Shader::load(string vertex , string fragment)
{
// These will hold the shader's text file data
string vshader, fshader;
// Make sure the user passed in a vertex and fragment shader file
if(!vertex.length() || !fragment.length()) return false;
// If any of our shader pointers are set, let's free them first.
if(VertexShader || FragmentShader || ProgramObject) Release();
// Here we get a pointer to our vertex and fragment shaders
VertexShader = glCreateShader(GL_VERTEX_SHADER);
FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Now we load the shaders from the respective files and store it in a string.
vshader = LoadTextFile(vertex.c_str());
fshader = LoadTextFile(fragment.c_str());
if(vshader == "" || fshader == "") return false;
// Do a quick switch so we can do a double pointer below
const char *vvshader = vshader.c_str();
const char *ffshader = fshader.c_str();
// Now this assigns the shader text file to each shader pointer
glShaderSource(VertexShader, 1, &vvshader, NULL);
glShaderSource(FragmentShader, 1, &ffshader, NULL);
// Now we actually compile the shader's code
glCompileShader(VertexShader);
glCompileShader(FragmentShader);
printInfoLog(VertexShader);
printInfoLog(FragmentShader);
// Next we create a program object to represent our shaders
ProgramObject = glCreateProgram();
// We attach each shader we just loaded to our program object
glAttachShader(ProgramObject, VertexShader);
glAttachShader(ProgramObject, FragmentShader);
// Our last init function is to link our program object with OpenGL
glLinkProgram(ProgramObject);
printInfoLog(ProgramObject);
// Now, let's turn off our current shader.
glUseProgram(0);
return true;
}
string Shader::LoadTextFile(string file)
{
// Open the file passed in
ifstream fin(file.c_str());
// Make sure we opened the file correctly
if(!fin) return "";
string line = "";
string text = "";
// Go through and store each line in the text file within a "string" object
while(getline(fin, line))
{
text = text + "\n" + line;
}
// Close our file
fin.close();
// Return the text file's data
return text;
}
// Do a quick switch so we can do a double pointer below
const char *vvshader = vshader.c_str();
const char *ffshader = fshader.c_str();
const GLint lenvshader = vshader.length();
const GLint lenfshader = fshader.length();
// Now this assigns the shader text file to each shader pointer
glShaderSource(VertexShader, 1, &vvshader, &lenvshader);
glShaderSource(FragmentShader, 1, &ffshader, &lenfshader);