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上我使用LibGDX,有一个简单的片段着色器:LibGDX ShaderProgram未编译Android设备
#ifdef GL_ES
#define mediump lowp
precision mediump float;
#else
#define lowp
#endif
uniform sampler2D u_texture;
uniform vec2 iResolution;
uniform float iGlobalTime;
uniform float glow;
void main(void)
{
vec2 uv = gl_FragCoord.xy/iResolution.xy;
//uv.y = 1-uv.y; // THIS LINE EVOKES AN ERROR!!!
uv.y += (sin((uv.x + (iGlobalTime * 0.2)) * 10.0) * 0.02)+0.02;
vec4 color = vec4(glow,glow,glow,1);
vec4 texColor = texture2D(u_texture, uv)*color;
gl_FragColor = texColor;
}
它运作良好,在PC上,但Android设备上这个shader未编译。如果我评论该行(在示例中评论一行),一切都会好起来的。
我如何使用它:
mesh = new Mesh(true, 4, 6, VertexAttribute.Position(), VertexAttribute.ColorUnpacked(), VertexAttribute.TexCoords(0));
mesh.setVertices(new float[]
{0.5f, 0.5f, 0, 1, 1, 1, 1, 0, 1,
0.5f, -0.5f, 0, 1, 1, 1, 1, 1, 1,
-0.5f, -0.5f, 0, 1, 1, 1, 1, 1, 0,
-0.5f, 0.5f, 0, 1, 1, 1, 1, 0, 0});
mesh.setIndices(new short[] {0, 1, 2, 2, 3, 0});
this.texture = texture;
shader = new ShaderProgram(Gdx.files.internal("shaders/default.vertex"),
Gdx.files.internal("shaders/glowwave.fragment"));
Render方法:
texture.bind();
shader.begin();
shader.setUniformMatrix("u_worldView", localCam.projection);
shader.setUniformi("u_texture", 0);
shader.setUniformf("iGlobalTime", time);
shader.setUniformf("iResolution", new Vector2(Gdx.graphics.getWidth(),Gdx.graphics.getHeight()+15));
shader.setUniformf("glow", glow);
mesh.render(shader, GL20.GL_TRIANGLES);
shader.end();
什么原因能是什么?在我看来,问题在于预处理器,虽然我可能是错的。
谢谢你快速回答!它帮助了我! – Nolesh
你使用什么程序来查看错误? – Nolesh
http://pastebin.com/KXSm3Pue here @Ares – jpm