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kaoD
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Lots of errors in your shaders:

In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. You might be collecting trash data here. You meant it to be an attribute (deprecated in GLSL 1.50, that's just in for your vertex shader.) It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

In your vertex shader, texture_coordinate and texture_coord are both vec2 (and you do assign one to the other, why do you need both then?), but then in your fragment shader, texture_coordinate is a vec3, so types do not match.

Also, varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the in/out qualifiers in each shader and the different interpolation qualifiers (smooth, flat and noperspective.)

  1. In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. You might be collecting trash data here. You meant it to be an attribute (deprecated in GLSL 1.50, that's just in for your vertex shader.) It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

  2. texture_coordinate and texture_coord are both vec2, but then in your fragment shader, texture_coordinate is a vec3, so types do not match.

  3. varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the in/out qualifiers in each shader and the different interpolation qualifiers (smooth, flat and noperspective.)

There are several problems in your shader which seem to be the consequence of heavy copy-pasting from tutorials involving different GLSL versions. You might want to check GLSL 1.50 reference thoroughly and the error log to avoid these.

Lots of errors in your shaders:

In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. You might be collecting trash data here. You meant it to be an attribute (deprecated in GLSL 1.50, that's just in for your vertex shader.) It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

In your vertex shader, texture_coordinate and texture_coord are both vec2 (and you do assign one to the other, why do you need both then?), but then in your fragment shader, texture_coordinate is a vec3, so types do not match.

Also, varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the in/out qualifiers in each shader and the different interpolation qualifiers (smooth, flat and noperspective.)

There are several problems in your shader which seem to be the consequence of heavy copy-pasting from tutorials involving different GLSL versions. You might want to check GLSL 1.50 reference thoroughly and the error log to avoid these.

  1. In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. You might be collecting trash data here. You meant it to be an attribute (deprecated in GLSL 1.50, that's just in for your vertex shader.) It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

  2. texture_coordinate and texture_coord are both vec2, but then in your fragment shader, texture_coordinate is a vec3, so types do not match.

  3. varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the in/out qualifiers in each shader and the different interpolation qualifiers (smooth, flat and noperspective.)

There are several problems in your shader which seem to be the consequence of heavy copy-pasting from tutorials involving different GLSL versions. You might want to check GLSL 1.50 reference thoroughly and the error log to avoid these.

added 139 characters in body
Source Link
kaoD
  • 1.9k
  • 15
  • 17

Lots of errors in your shaders:

In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. YouYou might be collecting trash data here. You meant it to be an attribute (deprecated in GLSL 1.50, that's just in for your vertex shader.) It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

In your vertex shader, texture_coordinate and texture_coord are both vec2 (and you do assign one to the other, why do you need both then?), but then in your fragment shader, texture_coordinate is a vec3, so types do not match.

Also, varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the inin/outout qualifiers in each shader and the different interpolation qualifiers (smooth/flat/noperspectivesmooth, flat and noperspective.)

There are several problems in your shader which seem to be the consequence of heavy copy-pasting from tutorials involving different GLSL versions. You might want to check GLSL 1.50 reference thoroughly and the error log to avoid these.

Lots of errors:

In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. You might be collecting trash data here. It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

In your vertex shader, texture_coordinate and texture_coord are both vec2 (and you do assign one to the other, why do you need both?), but then in your fragment shader, texture_coordinate is a vec3, so types do not match.

Also, varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the in/out qualifiers in each shader and the different interpolation qualifiers (smooth/flat/noperspective.)

Lots of errors in your shaders:

In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. You might be collecting trash data here. You meant it to be an attribute (deprecated in GLSL 1.50, that's just in for your vertex shader.) It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

In your vertex shader, texture_coordinate and texture_coord are both vec2 (and you do assign one to the other, why do you need both then?), but then in your fragment shader, texture_coordinate is a vec3, so types do not match.

Also, varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the in/out qualifiers in each shader and the different interpolation qualifiers (smooth, flat and noperspective.)

There are several problems in your shader which seem to be the consequence of heavy copy-pasting from tutorials involving different GLSL versions. You might want to check GLSL 1.50 reference thoroughly and the error log to avoid these.

added 139 characters in body
Source Link
kaoD
  • 1.9k
  • 15
  • 17

Lots of errors:

In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. You might be collecting trash data here. It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

In your vertex shader, texture_coordinate and texture_coord are both vec2 (and are actuallyyou do assign one to the same valueother, why do you need both?), but then in your fragment shader, texture_coordinate is a varying vec3, so types do not match.

Also, varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the in/out qualifiers in each shader and the different interpolation qualifiers (smooth/flat/noperspective.)

In your vertex shader, texture_coordinate and texture_coord are both vec2 (and are actually the same value), but then in your fragment shader, texture_coordinate is a varying vec3.

Also, varying is deprecated in GLSL 1.50.

Lots of errors:

In your vertex shader, texture_coordinate is declared as an out variable, but you use it as if it were an input. You might be collecting trash data here. It's surprising you didn't get at least a warning (which you probably have but didn't notice, are you checking the error log?)

In your vertex shader, texture_coordinate and texture_coord are both vec2 (and you do assign one to the other, why do you need both?), but then in your fragment shader, texture_coordinate is a vec3, so types do not match.

Also, varying is deprecated in GLSL 1.50 so I encourage you not to use it. It's inferred from the in/out qualifiers in each shader and the different interpolation qualifiers (smooth/flat/noperspective.)

Source Link
kaoD
  • 1.9k
  • 15
  • 17
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