真的很奇怪:
这里有一些日志:
OpenGL Version = 4.1 INTEL-10.2.40
vs shaderid = 1, file = shaders/pointlight_shadow.vert
- Shader 1 (shaders/pointlight_shadow.vert) compile error: ERROR: 0:39: Use of undeclared identifier 'gl_LightSource'
BTW,我在Mac OS X 10.10上使用C ++ / OpenGL / GLFW / GLEW。有没有办法检查在着色器语言中使用“gl_LightSource”所需的所有版本或属性?
着色器文件:
#version 330
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
layout(location = 2) in vec3 vertexNormal_modelspace;
layout(location = 3) in vec3 vertexTangent_modelspace;
layout(location = 4) in vec3 vertexBitangent_modelspace;
out vec4 diffuse,ambientGlobal, ambient;
out vec3 normal,lightDir,halfVector;
out float dist;
out vec3 fragmentcolor;
out vec4 ShadowCoord;
//Model, view, projection matrices
uniform mat4 MVP;
uniform mat4 V;
uniform mat4 M;
uniform mat3 MV3x3;
uniform mat4 DepthBiasMVP;
void main()
{
//shadow coordinate in light space...
ShadowCoord = DepthBiasMVP * vec4(vertexPosition_modelspace,1);
// first transform the normal into camera space and normalize the result
normal = normalize(MV3x3 * vertexNormal_modelspace);
// now normalize the light's direction. Note that according to the
// OpenGL specification, the light is stored in eye space.
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
vec3 vertexPosition_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz;
vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz;
//light
vec3 light0_camerapace = (V* vec4(gl_LightSource[0].position.xyz,1) ).xyz;
vec3 L_cameraspace= light0_camerapace-vertexPosition_cameraspace;
lightDir = normalize(L_cameraspace);
// compute the distance to the light source to a varying variable
dist = length(L_cameraspace);
// Normalize the halfVector to pass it to the fragment shader
{
// compute eye vector and normalize it
vec3 eye = normalize(-vertexPosition_cameraspace);
// compute the half vector
halfVector = normalize(lightDir + eye);
}
// Compute the diffuse, ambient and globalAmbient terms
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;
}
答案 0 :(得分:3)
您没有在着色器版本中指定配置文件:
#version 330
本例中的默认值为core
,对应于OpenGL核心配置文件。在某些平台上,您可以将其更改为使用兼容性配置文件:
#version 330 compatibility
但是既然你说你在Mac OS上工作,那对你来说就不是一个选择了。 Mac OS仅支持OpenGL 3.x及更高版本的核心配置文件。
着色器无法使用核心配置文件进行编译的原因是您使用了一堆已弃用的预定义变量。例如:
gl_FrontMaterial
gl_LightSource
gl_LightModel
所有这些都伴随着旧式固定功能管道,这在核心配置文件中不再可用。您必须为这些值定义自己的统一变量,并使用glUniform*()
调用将值传递到着色器。
我在回答核心配置文件的过程中写了一个更详细的描述内容GLSL变量:GLSL - Using custom output attribute instead of gl_Position。