I've got a working GLSL shader that runs on the PC using a OpenGL ES simulator and in the iOS simulator. When I run it on a real iPad (running iOS v4.2) it doesn't render. The shader compiles and links but I am getting the following error from glValidateProgram:
Fragment program failed to compile with current context state
Vertex program fail开发者_运维知识库ed to compile with current context state
Here is the GLSL code:
GLbyte vShaderStr[] =
"uniform mat4 ES_MVP; \n"
"uniform vec4 ES_LightVector; \n"
"uniform mat4 ES_InvWorld; \n"
"attribute vec4 vPosition; \n"
"attribute vec2 vTexture0; \n"
"attribute vec4 vNormal; \n"
"attribute vec4 vTangent; \n"
"varying vec2 iTexture; \n"
// "varying vec4 iNormal; \n"
"varying vec3 iLightDir; \n"
"void main() \n"
"{ \n"
" gl_Position = ES_MVP * vPosition; \n"
" iTexture = vTexture0; \n"
//" iNormal = vNormal; \n"
" vec3 bitan = cross(vNormal.xyz,vTangent.xyz); \n"
" bitan = bitan * vTangent.w; \n"
" vec3 fakeLight = (ES_InvWorld * ES_LightVector).xyz; \n"
" iLightDir.x = dot(vTangent.xyz,fakeLight); \n"
" iLightDir.y = dot(bitan,fakeLight); \n"
" iLightDir.z = dot(vNormal.xyz,fakeLight); \n"
"} \n";
GLbyte fShaderStr[] =
"precision mediump float; \n"
"varying vec2 iTexture; \n"
// "varying vec4 iNormal; \n"
"varying vec3 iLightDir; \n"
"uniform sampler2D ES_Sampler0; \n"
"uniform sampler2D ES_Sampler1; \n"
"void main() \n"
"{ \n"
" vec3 norm = texture2D( ES_Sampler1, iTexture).rgb * 2.0 - 1.1; \n"
" vec4 diff = texture2D( ES_Sampler0, iTexture ).rgba; \n"
" float nl = clamp(dot(norm,iLightDir),0.2, 1.0); \n"
" gl_FragColor = vec4(diff.rgb * nl,diff.a); \n"
"}
Have you set the current context correctly? I know that I've forgotten to set the context and had my shaders failing to compile as a result.
Make sure that you do a
[EAGLContext setCurrentContext:context];
before you initialize your shaders, after that context has been created using something like
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
Removing the - 1.1 from the normal calculation seemed to do the trick, not sure the reason.
" vec3 norm = texture2D( ES_Sampler1, iTexture).rgb * 2.0; \n"
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