I have managed to isolate the problem in this code:
var gl;
_main_web = function() {
gl = document.getElementById("canvas").getContext("experimental-webgl");
gl = WebGLDebugUtils.makeDebugContext(gl,
function (err, funcName, args) {
throw(WebGLDebugUtils.glEnumToString(err) + " was caused by call to " + funcName);
}
);
vert_shader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vert_shader,"attribute vec4 vertex;attribute vec2 uv; void main(void) {gl_Position = vertex;}\n");
gl.compileShader(vert_shader);
if( !gl.getShaderParameter(vert_shader,gl.COMPILE_STATUS ) ) {
throw 0;
}
frag_shader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(frag_shader,"void main(void) { gl_FragColor = vec4(1.0,1.0,1.0,1.0); } \n");
gl.compileShader(frag_shader);
if( !gl.getShaderParameter(frag_shader,gl.COMPILE_STATUS) ) {
throw 1;
}
program = gl.createProgram();
gl.attachShader(program,vert_shader);
gl.attachShader(program,frag_shader);
gl.linkProgram(program);
if( !gl.getProgramParameter(program,gl.LINK_STATUS) ) {
throw 2;
}
vertexLocation = gl.getAttribLocation(program,"vertex");
textureLocation = gl.getAttribLocation(program,"uv");
}
vertexLocation is alright, it is 0. But textureLocation is -1, what am I missing?
You're trying to get the location for an attribute that you declare but never use. Your vertex shader code is (expanded for clarity):
During the compilation of your shader "uv" will be identified as an unused parameter and be stripped out. Even if you assign it to a varying in this shader but don't ever use it in the fragment shader, it may still be stripped out because it's been identified as not contributing to the final fragment.