我正在制作一个跨平台的OpenGL程序。但是,我遇到了一个问题,glGetUniformLocation应该在我的着色器程序中返回一个统一变量的位置,返回-1,它只发生在Linux上(Raspbian发行版,在Raspberry PI上运行),然后在Windows相同的代码完美无缺!这是我的代码:
加载着色器程序功能:
int shader, status;
programID = glCreateProgram();
// Load vertex shader
shader = LoadShaderFromString(GL_VERTEX_SHADER, Tools::GetFileAsString("VertexShader.glsl"), "Unable to compile vertex shader.\n");
glAttachShader(programID, shader);
// Load pixel shader
shader = LoadShaderFromString(GL_FRAGMENT_SHADER, Tools::GetFileAsString("FilterPixelShader.glsl"), "Unable to compile pixel shader.\n");
glAttachShader(programID, shader);
// Link the program
glLinkProgram(programID);
glGetProgramiv(programID, GL_LINK_STATUS, &status);
if (status == 0)
{
Log("Unable to link filter shader program.\n");
PrintProgramLog(programID);
Fail(); // Quits program
}
// returns -1 here!
frameTextureLocation = glGetUniformLocation(programID, "FrameTextureUnit");
if (frameTextureLocation == -1)
{
int errorCode = glGetError();
Log(string("Error retrieving variable frameTextureLocation from shader program: "));
Log((const char*)glewGetErrorString(errorCode))
Log("!\n");
Fail();
}
LoadShaderFromString:
int Shader::LoadShaderFromString(int type, const string& shaderSource, const string& errorMessage)
{
int shader, status;
const char* programSource;
shader = glCreateShader(type);
programSource = shaderSource.c_str();
glShaderSource(shader, 1, &programSource, nullptr);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == 0)
{
Log(errorMessage);
PrintShaderLog(shader);
Fail();
}
return shader;
}
最后,着色器本身:
uniform sampler2D FrameTextureUnit;
uniform sampler2D BackgroundTextureUnit;
#if __VERSION__ >= 130
// Texture coordinate
in vec2 texCoord;
// Final color
out vec4 gl_FragColor;
#else
// Texture coordinate
varying vec2 texCoord;
#endif
uniform float Tolerance; // Tolerance for color difference
uniform vec4 FilterColor; // Color of the filter
void main()
{
vec4 pixel = texture2D(FrameTextureUnit, texCoord);
vec4 background = texture2D(BackgroundTextureUnit, texCoord);
float difference = abs(background.x - pixel.x)
+ abs(background.y - pixel.y)
+ abs(background.z - pixel.z);
if (difference > Tolerance)
{
gl_FragColor = FilterColor;
}
else
{
// Y = 0.2126 R + 0.7152 G + 0.0722 B
float gray = pixel.x * 0.2126 + pixel.y * 0.7152 + pixel.z * 0.0722;
gl_FragColor = vec4(gray, gray, gray, 1);
}
}
有谁知道为什么会这样? :(值得添加错误处理代码:
int errorCode = glGetError();
Log(string("Error retrieving variable frameTextureLocation from shader program: "));
Log((const char*)glewGetErrorString(errorCode));
打印"从着色器程序检索变量frameTextureLocation时出错:无错误"。
答案 0 :(得分:0)
始终在着色器顶部指定GLSL version,否则默认为非常旧的版本。它必须是第一行。它还将消除内联版本检查的需要。
#version 150
// rest of shader here