我是iOS开发者,使用Xcode编译一些GLSL代码。shaderv.vsh
代码如下所示:
attribute vec4 position;
attribute vec4 positionColor;
attribute vec2 textCoordinate;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
varying lowp vec2 varyTextCoord;
varying lowp vec4 varyColor;
void main() {
varyTextCoord = textCoordinate;
varyColor = positionColor;
vec4 vPos;
vPos = projectionMatrix * modelViewMatrix * position;
gl_Position = vPos;
}
shaderf.fsh
代码如下所示:
precision lowp float;
varying lowp vec2 varyTextCoord;
varying lowp vec4 varyColor;
uniform sampler2D colorMap;
void main() {
vec4 cs = texture2D(colorMap,varyTextCoord);
vec4 cd = varyColor;
float s = 0.2;
float d = 0.5;
vec4 color = (cs * s) + (cd * d);
gl_FragColor = color;
}
编译此代码时,会出现一些错误:
ERROR: 0:15: 'premature EOF' : syntax error syntax error
ERROR: 0:5: 'premature EOF' : syntax error syntax error
我找不到哪里出了问题。它困扰了我很长时间。帮帮我!
我已经解决了这个问题。我的着色器代码是对的。我错误地使用了一个快速功能。
let content = try? String(contentsOfFile: file, encoding: String.Encoding.utf8)
var source = UnsafePointer<GLchar>(content)
shader = glCreateShader(type)
glShaderSource(shader, 1,&source, nil)
编译着色器字符串时,我应该将其转换为 cString。
let content = try? String(contentsOfFile: file, encoding: String.Encoding.utf8)
let contentCString = content?.cString(using: .utf8)
var source = UnsafePointer<GLchar>(contentCString)
感谢大家暗示我。