Narann

03-11-2015, 09:24 PM

Hi all!

I'm fighting with OpenGL log (https://www.opengl.org/discussion_boards/showthread.php/185796-Info-log-of-a-failed-shader-compile-0��t-What-is-wrong?) and wonder if I could not simply ask you OpenGL ES 2 guru.

Is anyone could told me why this GLSL (http://pastebin.com/sVWVv3pE) shader won't compile on OpenGL ES 2 devices (GCW Zero in this case but I have the same problem on any other)?

I copy paste the shader here:

#version 100

precision lowp float;

uniform vec4 uBlendColor;

uniform vec4 uPrimColor;

uniform vec4 uEnvColor;

uniform vec3 uChromaKeyCenter;

uniform vec3 uChromaKeyScale;

uniform vec3 uChromaKeyWidth;

uniform float uLodFrac;

uniform float uPrimLodFrac;

uniform float uK5;

uniform float uK4;

uniform sampler2D uTex0;

uniform sampler2D uTex1;

uniform vec4 uFogColor;

varying vec2 vertexTexCoord0;

varying vec2 vertexTexCoord1;

varying float vertexFog;

varying vec4 vertexShadeColor;

void main()

{

vec4 outColor;

vec3 AColor = texture2D(uTex0,vertexTexCoord0).rgb;

vec3 BColor = vec3(0.0);

vec3 CColor = vertexShadeColor.rgb;

vec3 DColor = vec3(0.0);

float AAlpha = 0.0;

float BAlpha = 0.0;

float CAlpha = 0.0;

float DAlpha = vertexShadeColor.a;

vec3 cycle1Color = (AColor - BColor) * CColor + DColor;

float cycle1Alpha = (AAlpha - BAlpha) * CAlpha + DAlpha;

outColor.rgb = cycle1Color;

outColor.a = cycle1Alpha;

float coverage = 1.0;

coverage = step( 0.5, coverage );

outColor.a = coverage;

if( coverage < 0.1 ) discard;

gl_FragColor = outColor;

}

As you guess, I have no GLES 2 device for me and just make peoples having such compile and test my code... Not the best way I know.

For the tiny story, this is a shader dynamically generated to emulate the "N64 GPU" (kindof...). This explain why there is such a big number of uniform not used in the main(). Those inputs are always present in every dynamically generated GLSL shaders. I don't think those are the problem but as I'm not very confortable with embedded devices I ask. :)

Any hint or feedback is welcome.

I'm fighting with OpenGL log (https://www.opengl.org/discussion_boards/showthread.php/185796-Info-log-of-a-failed-shader-compile-0��t-What-is-wrong?) and wonder if I could not simply ask you OpenGL ES 2 guru.

Is anyone could told me why this GLSL (http://pastebin.com/sVWVv3pE) shader won't compile on OpenGL ES 2 devices (GCW Zero in this case but I have the same problem on any other)?

I copy paste the shader here:

#version 100

precision lowp float;

uniform vec4 uBlendColor;

uniform vec4 uPrimColor;

uniform vec4 uEnvColor;

uniform vec3 uChromaKeyCenter;

uniform vec3 uChromaKeyScale;

uniform vec3 uChromaKeyWidth;

uniform float uLodFrac;

uniform float uPrimLodFrac;

uniform float uK5;

uniform float uK4;

uniform sampler2D uTex0;

uniform sampler2D uTex1;

uniform vec4 uFogColor;

varying vec2 vertexTexCoord0;

varying vec2 vertexTexCoord1;

varying float vertexFog;

varying vec4 vertexShadeColor;

void main()

{

vec4 outColor;

vec3 AColor = texture2D(uTex0,vertexTexCoord0).rgb;

vec3 BColor = vec3(0.0);

vec3 CColor = vertexShadeColor.rgb;

vec3 DColor = vec3(0.0);

float AAlpha = 0.0;

float BAlpha = 0.0;

float CAlpha = 0.0;

float DAlpha = vertexShadeColor.a;

vec3 cycle1Color = (AColor - BColor) * CColor + DColor;

float cycle1Alpha = (AAlpha - BAlpha) * CAlpha + DAlpha;

outColor.rgb = cycle1Color;

outColor.a = cycle1Alpha;

float coverage = 1.0;

coverage = step( 0.5, coverage );

outColor.a = coverage;

if( coverage < 0.1 ) discard;

gl_FragColor = outColor;

}

As you guess, I have no GLES 2 device for me and just make peoples having such compile and test my code... Not the best way I know.

For the tiny story, this is a shader dynamically generated to emulate the "N64 GPU" (kindof...). This explain why there is such a big number of uniform not used in the main(). Those inputs are always present in every dynamically generated GLSL shaders. I don't think those are the problem but as I'm not very confortable with embedded devices I ask. :)

Any hint or feedback is welcome.