比方说我Shaderprogram包含Vertex-和Fragmentshader。
如何传递信息,直接到fragmentshader?
当我使用gl_uniform ......和specifiy我想在里面fragmet的ADRESS着色器varaible它抛出我的错误是这样的:
Using ShaderProgram: The fragment shader uses varying myVarHere, but previous
shader doesnot write to it.
因为我第一次装上vertexshader,我发现我需要“通过信息”顶点着色器使用和缩小。
林不知道这是否是要走的路,所以我的问题:有没有办法来告诉OpenGL ADRESS变量在一定的着色器或我在做/理解可怕的错误?
VertexShader:
#version 130
precision highp float;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
in vec3 vertexData;
in vec3 normalData;
out vec3 normal;
void main(void)
{
normal = (model * view * vec4(normalData, 0)).xyz;
gl_Position = projection * model * view * vec4(vertexData, 1);
}
分段:
#version 130
precision highp float;
in vec3 light0; // <- this is what i want to fill with data
const vec3 ambient = vec3(0.0, 0.0, 0.0);
const vec3 lightColor = vec3(0.6, 0.0, 0.0);
in vec3 normal;
out vec4 out_frag_color;
void main(void)
{
float diffuse = clamp(dot(normalize(light0), normalize(normal)), 0.5, 1.0);
out_frag_color = vec4(ambient + diffuse * lightColor, 1.0);
}