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Geometry Shader Error

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My shader worked perfectly before recent Nvidia Update. Now I'm getting the error "ARB_separate_shader_objects requires built-in block gl_PerVertex to be redeclared before accesing its member." I'm new to GLSL shaders, and I just don't know what to do...Any help is greatly appreciated.

 

If I add:

out gl_PerVertex
{
  vec4 gl_Position;
};

 

It compiles with no errors but nothing is drawn.

 

//geom
#version 430

#define POSITION	0
#define GEOMUV      1
#define INDEX       2
#define FRAG_COLOR	0

layout(points) in; // x, y, width, height
layout(triangle_strip, max_vertices = 4) out;

uniform mat4 MVP;

in Data
{
    ivec4 pos; // x, y, width, height
    vec2 UV;
    flat int Index;
} vdata[1];

out Data
{
    vec2 UV;
    flat int Index;
} gdata;

void main() 
{
  int x = vdata[0].pos.x;
  int y = vdata[0].pos.y;
  int widthx  = vdata[0].pos.z + vdata[0].pos.x;
  int heighty = vdata[0].pos.w + vdata[0].pos.y;

  // bottom left quad
  gl_Position   = MVP * vec4(x, heighty, 0, 1);
  gdata.UV      = vec2(0.0, 0.0);
  gdata.Index   = vdata[0].Index;
  EmitVertex();

  // bottom right quad
  gl_Position   = MVP * vec4(widthx, heighty, 0, 1);
  gdata.UV      = vec2(1.0, 0.0);
  gdata.Index   = vdata[0].Index;
  EmitVertex();

  // top right quad
  gl_Position   = MVP * vec4(x, y, 0, 1);
  gdata.UV      = vec2(0.0, 1.0);
  gdata.Index   = vdata[0].Index;
  EmitVertex();
    
  // top left quad
  gl_Position   = MVP * vec4(widthx, y, 0, 1);
  gdata.UV      = vec2(1.0, 1.0);
  gdata.Index   = vdata[0].Index;
  EmitVertex();

  EndPrimitive();
}

 

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