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OpenGL working my way around OpenGL 3.3 - GLSL 150 problems

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Hey all Just trying to get a quad on the screen whilst trying to understand the order of functions to use to get the job done and I'm having issues getting a simple quad onto the screen.

I've tried making a projection matrix and multiplying it to the position x y z cordinates but I'm getting a silly "} parse error" have no idea why??.

Here is my shaders

Fragment Shader

[code]#version 150

//Main Entry Point
void main(void)
//Set Fragment Colors to Red
gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0);


Vertex Shader

[code]#version 150
//Position Container
in vec3 position;

mat4 Projection;

mat4 Projection{
vec4 (1.0, 0.0, 0.0, 0.0),
vec4 (0.0, 1.0, 0.0, 0.0),
vec4 (0.0, 0.0, 1.0, 0.0),
vec4 (0.0, 0.0, 0.0, 1.0)};

//Main Entry Point
void main(void)

//Translations and w Cordinates stuff
gl_Position = vec4(Projection * position.xyz, 1.0);

and here is my main.cpp


//Main Libary
#define NO_SDL_GLEXT
#include <glew.h>
#include "SDL/SDL.H"
#include "SDL/SDL_IMAGE.H"
#include "SDL/SDL_OPENGL.H"
#undef main
#include <iostream>
#include <cassert>
#include <string>
#include <algorithm>
#include <boost/iostreams/stream.hpp>
#include <libs/iostreams/example/container_device.hpp>
#include <boost/filesystem.hpp>
#include <boost/iostreams/categories.hpp>
#include <boost/algorithm/string.hpp>
#include <vector>
#include <fstream>
#include "GL/glu.h"
using namespace std;
#define SCREEN_WIDTH 1240
#define SCREEN_HEIGHT 960
#define BPP 32
#define GetError( )\
for ( GLenum Error = glGetError( ); ( GL_NO_ERROR != Error ); Error = glGetError( ) )\
switch ( Error )\
case GL_INVALID_ENUM: printf( "\n%s\n\n", "GL_INVALID_ENUM" ); assert( 0 ); break;\
case GL_INVALID_VALUE: printf( "\n%s\n\n", "GL_INVALID_VALUE" ); assert( 0 ); break;\
case GL_INVALID_OPERATION: printf( "\n%s\n\n", "GL_INVALID_OPERATION" ); assert( 0 ); break;\
case GL_OUT_OF_MEMORY: printf( "\n%s\n\n", "GL_OUT_OF_MEMORY" ); assert( 0 ); break;\
default: break;\


//Other Header Files
#include "SurfaceStorage.h"

//Load Shader Function
GLuint LoadProgram(const char * vertex_file_path, const char * Fragment_file_path){

GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);

string VertexShaderCode;
ifstream VertexShaderStream(vertex_file_path, std::ios::in);
string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;

string FragmentShaderCode;
ifstream FragmentShaderStream(Fragment_file_path, std::ios::in);

string Line = "";
while(getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;


GLint Result = GL_FALSE;
int InfoLogLength;

//Compile Vertex Shader
printf("Compiling Shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);

//Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);

//Compile Fragment Shader
printf("Compiling Shader : %s\n", Fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);

//Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
vector<char> FragmentShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]);

fprintf(stdout, "Linking Program\n");
GLuint ProgramID = glCreateProgram();
//Bind Attribute
glBindAttribLocation(ProgramID, 0, "position");

//Link The Program

glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);

//Check The Program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
vector<char> ProgramErrorMessage( max(InfoLogLength, int(1)) );
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);

//Delete Shader


return ProgramID;


void draw (void)

//draw array
glDrawArrays(GL_QUADS, 0, 4);

int main(int argc , char *argv[])


//Screen Position

//Screen Setup

//glew setup
GLenum err = glewInit();
if (GLEW_OK != err)
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));

fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));

//On and Off Switch for Application
bool done = false;

//SDL Event
SDL_Event event;
//Global Variables

//Container for Virtual Array Object
GLuint vao;

//Container for Virtual Buffer Object
GLuint vbo;

//Top File Menu <Top ToolBar>
SDL_Surface *TopFileMenuSurf = NULL;

TopFileMenuSurf = IMG_Load("GUI/FileMenu.png");

GLfloat FileMenuVerts[] =
{ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f ,
0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 1.0f, 0.0f};

// OpenGL - Viewport Setup

//Clear Color

//View Port Setup


//Load Shader Program
LoadProgram("graphicaluserinterface.v", "graphicaluserinterface.f");
// Vertex Array Object <SETUP>
//Generate Virtual Array Object
glGenVertexArrays(1, &vao);

//Bind Vertex Array Object as the current used object
// Vertex Buffer Object <SETUP>
//Generate Virtual Buffer Object
glGenBuffers(1, &vbo);

//Bind array buffer to Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER, vbo);

//Give data to Vertex Buffer Object
glBufferData(GL_ARRAY_BUFFER, sizeof(FileMenuVerts), FileMenuVerts, GL_STATIC_DRAW);
// Attribute <SETUP>

//Set up Attribute for "index 0"
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(FileMenuVerts), 0);
//Enable Attribute for "index 0"



//Disable Attribute for "index 0"


//Main While Loop





case SDL_QUIT:
return 0;






Thanks in Advance!

Once I can get a quad on the screen by myself I want to figure out texture mapping so [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

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In your vertex shader, you're initializing the 'Projection' matrix incorrectly. It should be:
[code]mat4 Projection = mat4 (
vec4 (1.0, 0.0, 0.0, 0.0),
vec4 (0.0, 1.0, 0.0, 0.0),
vec4 (0.0, 0.0, 1.0, 0.0),
vec4 (0.0, 0.0, 0.0, 1.0));[/code]

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