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Solid_Spy

Glsl shader wont compile

3 posts in this topic

Hello, I created a simple shader that loads an image and displays a quad. However, I modified it to include uv manipulation, and now it wont compile. Here is my code:

#version 400

in vec3 inPosition;
in vec2 inUV;

out vec2 outUV;

uniform mat4 worldMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform float uPosition;
uniform float vPosition;
uniform float uScale;
uniform float vScale;

void main(void)
{
    gl_Position = worldMatrix * vec4(inPosition, 1.0f);
    gl_Position = viewMatrix * gl_Position;
    gl_Position = projectionMatrix * gl_Position;

    inUV.x = uPosition + inUV.x;
    inUV.y = vPosition + inUV.y;
    inUV.x = uScale * inUV.x;
    inUV.y = vScale * inUV.y;
    outUV = inUV;
}

I did not edit the pixel shader. It could be just a syntax error, but i'm using notepad, so it's not so easy X3.

Edited by Solid_Spy
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In the future it would be helpful to provide the actual error you're getting when you try to compile the code. In this case, I think your code is failing to compile because you are assigning to your input attributes. Instead of asigning to inUV, create a temporary vec2 and assign to that instead.

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For many drivers, the same problem will occur if you try to write to a variable that is being passed down the line. 

Edited by marcClintDion
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You've declared inUV as an input variable, so it's read-only.  This is documented in the GLSL specification (section 4.3.4, I'm working off the 4.30.6 version here):

 

 

It is a compile-time error to write to a variable declared as an input.

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