【发布时间】:2019-06-10 09:28:06
【问题描述】:
我试图在我的顶点着色器中找到我的属性的位置。当我打印位置时,我得到 0、-1 和 -1。 “0”对应于 aPos 变量。即使我将 aPos 变量向下移动,它仍然会打印 0。我读到 -1 表示找不到该变量。
这是我的代码:
// build and compile shaders
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLint status = GL_TRUE;
glGetShaderiv( vs, GL_COMPILE_STATUS, &status );
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_program = glCreateProgram(); //creating joint shader program
glAttachShader(shader_program, fs);
glAttachShader(shader_program, vs);
glLinkProgram(shader_program);
GLint loc_pos = glGetAttribLocation( shader_program, "aPos" );
std::cout << "apos position: " << loc_pos << " ";
loc_pos = glGetAttribLocation( shader_program, "aNormal" );
std::cout << "normal position: " << loc_pos << " ";
loc_pos = glGetAttribLocation( shader_program, "TexCoords" );
std::cout << "texCoords position: " << loc_pos << " ";
这是我的顶点着色器:
#version 150 core
in vec3 aPos;
in vec3 aNormal;
in vec2 aTexCoords;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
片段着色器:
#version 150 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
void main()
{
FragColor = texture(texture_diffuse1, TexCoords);
//FragColor = vec4(1.0);
}
任何帮助将不胜感激!
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