当我尝试将顶点和片段着色器链接到程序中时,WebGL会抛出Varyings with the same name but different type, or statically used varyings in fragment shader are not declared in vertex shader: textureCoordinates
我的顶点和片段着色器中都有varying vec2 test
,并且无法找到编译器无法在两者中找到相同varying
的任何理由。< / p>
顶点着色器:
varying vec2 test;
void main(void) {
gl_Position = vec4(0.0, 0.0, 0.0, 0.0);
test = vec2(1.0, 0.0);
}
Fragment Shader:
precision highp float;
varying vec2 test;
void main(void) {
gl_FragColor = vec4(test.xy, 0.0, 1.0);
}
测试代码:
const canvas = document.createElement('canvas');
gl = canvas.getContext('webgl')
let vert = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vert, "varying vec2 test;\nvoid main(void) {\n gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n test = vec2(1.0, 0.0);\n}");
gl.compileShader(vert);
let frag = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(frag, "precision highp float;\nvarying vec2 test;\nvoid main() {\n\tgl_FragColor = vec4(test.xy, 0.0, 1.0);\n}");
gl.compileShader(frag);
let program = gl.createProgram();
gl.attachShader(program, vert);
gl.attachShader(program, frag);
gl.linkProgram(program);
gl.useProgram(program);
答案 0 :(得分:0)
只是一个猜测,但我想知道是不是因为你没有在片段着色器中使用textureCoordinates。名字&amp;类型匹配很好,所以我不认为这是问题。我在这里做了同样的事情:
分片:
// The fragment shader is the rasterization process of webgl
// use float precision for this shader
precision mediump float;
// the input texture coordinate values from the vertex shader
varying vec2 vTextureCoord;
// the texture data, this is bound via gl.bindTexture()
uniform sampler2D texture;
// the colour uniform
uniform vec3 color;
void main(void) {
// gl_FragColor is the output colour for a particular pixel.
// use the texture data, specifying the texture coordinate, and modify it by the colour value.
gl_FragColor = texture2D(texture, vec2(vTextureCoord.s, vTextureCoord.t)) * vec4(color, 1.0);
}
Vert的:
// setup passable attributes for the vertex position & texture coordinates
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
// setup a uniform for our perspective * lookat * model view matrix
uniform mat4 uMatrix;
// setup an output variable for our texture coordinates
varying vec2 vTextureCoord;
void main() {
// take our final matrix to modify the vertex position to display the data on screen in a perspective way
// With shader code here, you can modify the look of an image in all sorts of ways
// the 4th value here is the w coordinate, and it is called Homogeneous coordinates, (x,y,z,w).
// It effectively allows the perspective math to work. With 3d graphics, it should be set to 1. Less than 1 will appear too big
// Greater than 1 will appear too small
gl_Position = uMatrix * vec4(aVertexPosition, 1);
vTextureCoord = aTextureCoord;
}
答案 1 :(得分:0)
通过将Chrome for OSX从v51.something更新为52.0.2743.82(64位)来解决问题很奇怪。