Opengl Syntax Error
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Glsl Syntax Error #version
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Error: 0:2: '' : Syntax Error: #version
GLSL - Weird syntax error “<” up vote 3 down vote favorite 1 I'm trying to use a shader but it keeps telling me this error on both fragment and vertex shader: error(#132) Syntax error: "<" parse error vertex shader varying vec4 diffuse; varying vec4 ambient; varying vec3 normal; varying vec3 halfVector; void main() { normal = normalize(gl_NormalMatrix * gl_Normal); glsl #version halfVector = gl_LightSource[0].halfVector.xyz; diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse; ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient; ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient; gl_Position = ftransform(); } fragment shader varying vec4 diffuse,ambient; varying vec3 normal,halfVector; void main() { vec3 n,halfV,lightDir; float NdotL,NdotHV; lightDir = vec3(gl_LightSource[0].position); vec4 color = ambient; n = normalize(normal); NdotL = max(dot(n,lightDir),0.0); if (NdotL > 0.0) { color += diffuse * NdotL; halfV = normalize(halfVector); NdotHV = max(dot(n,halfV),0.0); color += gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV, gl_FrontMaterial.shininess); } gl_FragColor = color; } Code to read shaders: bool Shader::load(string vertex , string fragment) { // These will hold the shader's text file data string vshader, fshader; // Make sure the user passed in a vertex and fragment shader file if(!vertex.length() || !fragment.length()) return false; // If any of our shader pointers are set, let's free them first. if(VertexShader || FragmentShader || ProgramObject) Release(); // Here we get a pointer to our vertex and fragment shaders VertexShader = glCreateShader(GL_VERTEX_SHADER); FragmentShader = glCreateShader(GL_FRAGMENT_SHADER); // Now we load the shaders from the respective files and store it in a string. vshader = LoadTextFile(vertex.c_str()); fshader = LoadTextFile(fragm
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Opengl Get Shader Compiler Error
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Incorrect Glsl Version: 450
about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Stack error 0 syntax error Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 6.2 million programmers, just like you, helping http://stackoverflow.com/questions/16624318/glsl-weird-syntax-error each other. Join them; it only takes a minute: Sign up GLSL weird '<' syntax error in vertex shader [duplicate] up vote 0 down vote favorite 1 This question already has an answer here: GLSL - Weird syntax error “<” 1 answer Ok, so i'm starting my adventure with openGL 4 and shaders. And i occured weird syntax http://stackoverflow.com/questions/23011482/glsl-weird-syntax-error-in-vertex-shader error while compiling vertext shader. Even when i take simple vertex shader: #version 400 in vec3 vector_position; void main() { gl_Position = vec4(vector_position, 1.0); } i do get this error: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '<' parse error ERROR: error(#273) 1 compilation errors. No code generated What is weird about this, my fragment shader is compiling without errors: #version 400 out vec4 color; void main() { color = vec4(1.0, 0.0, 0.0, 1.0); } and gives this message: compiler_log: Fragment shader was successfully compiled to run on hardware. I tried testing those shaders by putting them as const char* in code, and they work fine. To make it easier here are some additional informations: using SDL 2.0 initializing OpenGL by SDL2.0 using GLEW to load extensions reading text files by this function: std::ifstream file(path); if(!file.good()) { OutputDebugStringA("File not found"); return nullptr; } std::stringstream stream ; stream << file.rdbuf(); file.close(); return stream.str(); Edit: Adding '\0' at the end of string containing shader gave
a program from opengl-tutorial.org . I got to adding color, but when I run the program an error pops up in the shader syntax error info log: Fragment shader failed to compile with the following errors ERROR: 0:1: error(#132) Syntax error: '<' parse error ERROR: error(#273) 1 compilation errors. No code generated My C++ code: 1
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#include : syntax error:
(or WebGL) in a non-embedded OpenGL environment. Say you have a simple vertex shader: precision mediump float; uniform mat4 matrixTransform; attribute vec3 inputPosition; attribute lowp vec4 inputColor; attribute vec2 inputTexCoords; varying lowp vec4 vColor; varying vec2 vTexCoords; void main() { gl_Position = matrixTransform * vec4(inputPosition, 1); vColor = inputColor; vTexCoords = inputTexCoords; } If you try to compile this shader program on regular OpenGL you’ll get errors like these: unrecognized profile specifier "mediump" syntax error, unexpected identifier, expecting "::" at token "lowp" That’s because OpenGL ES requires you to specify a default precision profile, and lets you specify per variable how high the precision is. The problem is, these keywords don’t exist in regular OpenGL and will cause errors if you try to compile them. Technically you’re supposed to have the shader language version as the first line of the shader, so the first thing I found out that adding #version 100 to the top of the file made this work on my computer. While I’m not 100% sure, I don’t think you can rely on this solution across hardware and driver combinations. So we need something better. The second solution is to use pr