I'm trying to use a shader but it keeps telling me this error on both fragment and vertex shader:
error(#132) Syntax error: "<" parse error
vertex shader
varying vec4 diffuse;
varying vec4 ambient;
varying vec3 normal;
varying vec3 halfVector;
?
void main()
{
??? normal = normalize(gl_NormalMatrix * gl_Normal);
?
????halfVector = gl_LightSource[0].halfVector.xyz;
?
????diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
????ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
????ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient;
????gl_Position = ftransform();
?
}
fragment shader
varying vec4 diffuse,ambient;
varying vec3 normal,halfVector;
?
void main()
{
????vec3 n,halfV,lightDir;
????float NdotL,NdotHV;
?
????lightDir = vec3(gl_LightSource[0].position);
?
????vec4 color = ambient;
?
????n = normalize(normal);
?
????NdotL = max(dot(n,lightDir),0.0);
????if (NdotL > 0.0) {
????????color += diffuse * NdotL;
????????halfV = normalize(halfVector);
????????NdotHV = max(dot(n,halfV),0.0);
????????color += gl_FrontMaterial.specular *
????????????????gl_LightSource[0].specular *
????????????????pow(NdotHV, gl_FrontMaterial.shininess);
????}
?
????gl_FragColor = color;
?
}
Code to read shaders:
bool Shader::load(string vertex , string fragment)
{
// These will hold the shader's text file data
string vshader, fshader;
// Make sure the user passed in a vertex and fragment shader file
if(!vertex.length() || !fragment.length()) return false;
// If any of our shader pointers are set, let's free them first.
if(VertexShader || FragmentShader || ProgramObject) Release();
// Here we get a pointer to our vertex and fragment shaders
VertexShader = glCreateShader(GL_VERTEX_SHADER);
FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// Now we load the shaders from the respective files and store it in a string.
vshader = LoadTextFile(vertex.c_str());
fshader = LoadTextFile(fragment.c_str());
if(vshader == "" || fshader == "") return false;
// Do a quick switch so we can do a double pointer below
const char *vvshader = vshader.c_str();
const char *ffshader = fshader.c_str();
// Now this assigns the shader text file to each shader pointer
glShaderSource(VertexShader, 1, &vvshader, NULL);
glShaderSource(FragmentShader, 1, &ffshader, NULL);
// Now we actually compile the shader's code
glCompileShader(VertexShader);
glCompileShader(FragmentShader);
printInfoLog(VertexShader);
printInfoLog(FragmentShader);
// Next we create a program object to represent our shaders
ProgramObject = glCreateProgram();
// We attach each shader we just loaded to our program object
glAttachShader(ProgramObject, VertexShader);
glAttachShader(ProgramObject, FragmentShader);
// Our last init function is to link our program object with OpenGL
glLinkProgram(ProgramObject);
printInfoLog(ProgramObject);
// Now, let's turn off our current shader.
glUseProgram(0);
return true;
}
string Shader::LoadTextFile(string file)
{
// Open the file passed in
ifstream fin(file.c_str());
// Make sure we opened the file correctly
if(!fin) return "";
string line = "";
string text = "";
// Go through and store each line in the text file within a "string" object
while(getline(fin, line))
{
text = text + "
" + line;
}
// Close our file
fin.close();
// Return the text file's data
return text;
}
However, if I try another shader is works just fine! I really don't know why.
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