GLSL-设定统一问题



我在这里遇到了一个小问题,由于GLSL问题,我的渲染循环不会呈现我的世界。

该程序更新渲染循环中的统一:

map[mapPos].light = Lighting.checkSunLight(mapPosY, mapPosX, this); // It works good.. returns float
Shaders.blockS.begin();
Shaders.blockS.setUniformf("lightBlock", map[mapPos].light); // Problem is here!!!
Shaders.blockS.end();
batch.draw(map[mapPos].getBlockTexture(), (mapPosX * Block.WIDTH), (mapPosY * Block.HEIGHT),     Block.WIDTH, Block.HEIGHT); // Doesn't draw the block.

如果您对片段着色器感到好奇 -

varying vec4 vColor;
varying vec2 vTexCoord;
uniform vec2 screenSize;
uniform sampler2D u_texture;
uniform vec4 gameTime;
uniform float lightBlock;
const float RADIUS = 0.75;
const float SOFTNESS = 0.6;
void main() {
    vec4 texColor = texture2D(u_texture, vTexCoord);
    vec4 timedColor = (vColor + gameTime);
    vec2 position = (gl_FragCoord.xy / screenSize.xy) - vec2(0.5);
    float len = length(position);
    float vignette = smoothstep(RADIUS, RADIUS-SOFTNESS, len);
    texColor.rgb = mix(texColor.rgb, texColor.rgb * vignette, 0.5);
    gl_FragColor = vec4(texColor.rgb * timedColor.rgb * lightBlock, texColor.a);
}

pedantic是

ShaderProgram.pedantic= false;

我已经修复了它,我只是将着色器程序的.end()函数移至最后一行。

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