当我在Thinmatrix上关注java lwjgl 2.9 3D游戏教程的教程时。我遇到了烦人的问题(陷入ep16:迷雾):Docker Toolbox + Minikube + Kubectl
我检查了我的代码2次仍然抛出异常,我不知道该怎么办只是不能。
非常感谢任何帮助。
编辑:如果您需要更多代码,请对其进行评论。
terrainVertexShader
0(9) : error C0000: syntax error, unexpected reserved word "out", expecting ',' or ';' at token "out", Could not compile shader!
terrainFragmentShader
#version 400 core
in vec3 position;
in vec2 textureCoordinates;
in vec3 normal;
out vec2 pass_textureCoordinates;
out vec3 surfaceNormal;
out vec3 toLightVector;
out vec3 toCameraVector;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPosition;
const float density = 0.007;
const float gradient = 1.5;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position,1.0);
vec4 positionRelativeToCam = viewMatrix * worldPosition;
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoordinates = textureCoordinates * 40.0;
surfaceNormal = (transformationMatrix * vec4(normal,0.0)).xyz;
toLightVector = lightPosition - worldPosition.xyz;
toCameraVector = (inverse(viewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz -
worldPosition.xyz;
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance*density), gradient));
visibility = clamp(visibility, 0.0, 1.0);
}
TerrainShader
#version 400 core
in vec2 pass_textureCoordinates;
in vec3 surfaceNormal;
in vec3 toLightVector;
in vec3 toCameraVector;
in float visibility
out vec4 out_Color;
uniform sampler2D modelTexture;
uniform vec3 lightColour;
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;
void main(void){
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);
float nDotl = dot(unitNormal,unitLightVector);
float brightness = max(nDotl,0.0);
vec3 diffuse = brightness * lightColour;
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection,unitNormal);
float specularFactor = dot(reflectedLightDirection ,
unitVectorToCamera);
specularFactor = max(specularFactor,0.0);
float dampedFactor = pow(specularFactor,shineDamper);
vec3 finalSpecular = dampedFactor * reflectivity * lightColour;
out_Color = vec4(diffuse,1.0) * textureColour +
vec4(finalSpecular,1.0);
out_Color = mix(vec4(skyColour,1.0), out_Color, visibility);
}
答案 0 :(得分:0)
在TerrainFragmentShader中,您在可见性
后缺少分号#version 400 core
in vec2 pass_textureCoordinates;
in vec3 surfaceNormal;
in vec3 toLightVector;
in vec3 toCameraVector;
in float visibility //<-semicolon here