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Why won't this GLSL Vertex Shader compile?

开发者 https://www.devze.com 2023-03-21 23:10 出处:网络
I\'m writing my own shader with OpenGL, and I am stumped why this shader won\'t compile. Could anyone else have a look at it?

I'm writing my own shader with OpenGL, and I am stumped why this shader won't compile. Could anyone else have a look at it?

What I'm passing in as a vertex is 2 floats (separated as bytes) in this format:

Float 1:

Byte 1: Position X
Byte 2: Position Y
Byte 3: Position Z
Byte 4: Texture Coordinate X


Float 2:

Byte 1: Color R
Byte 2: Color G 
Byte 3: Color B
Byte 4: Texture Coordinate Y

And this is my shader:

in vec2 Data;
varying vec3 Color;
varying vec2 TextureCoords;

uniform mat4 projection_mat;
uniform mat4 view_mat;
uniform mat4 world_mat;

void main() 
{
    vec4 dataPosition = UnpackValues(Data.x);
    vec4 dataColor = UnpackValues(Data.y);

    vec4 position = dataPosition * vec4(1.0, 1.0, 1.0, 0.0);
    Color = dataColor.xyz;

    TextureCoords = vec2(dataPosition.w, dataColor.w)

    gl_Position = projection_mat * view_mat * world_ma开发者_Go百科t * position;
}

vec4 UnpackValues(float value)
{
    return vec4(value % 255, (value >> 8) % 255, (value >> 16) % 255, value >> 24);
}

If you need any more information, I'd be happy to comply.


You need to declare UnpackValues before you call it. GLSL is like C and C++; names must have a declaration before they can be used.


BTW: What you're trying to do will not work. Floats are floats; unless you're working with GLSL 4.00 (and since you continue to use old terms like "varying", I'm guessing not), you cannot extract bits out of a float. Indeed, the right-shift operator is only defined for integers; attempting to use it on floats will fail with a compiler error.

GLSL is not C or C++ (ironically).

If you want to pack your data, use OpenGL to pack it for you. Send two vec4 attributes that contain normalized unsigned bytes:

glVertexAttribPointer(X, 4, GL_UNSIGNED_BYTE, GL_TRUE, 8, *);
glVertexAttribPointer(Y, 4, GL_UNSIGNED_BYTE, GL_TRUE, 8, * + 4);

Your vertex shader would take two vec4 values as inputs. Since you are not using glVertexAttribIPointer, OpenGL knows that you're passing values that are to be interpreted as floats.

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