Hi All,
I want to map a texture to the sphere. However, I encounter a problem. The program only prompts “Could not initialise shaders”.
Is there any mistake I made in the program? Can anyone help me to check it? Thanks for your help.
<script id="shader-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec4 vTransformedNormal;
varying vec4 vPosition;
uniform vec3 uAmbientColor;
uniform vec3 uPointLightingLocation;
uniform vec3 uPointLightingSpecularColor;
uniform vec3 uPointLightingDiffuseColor;
varying vec4 vColor;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform sampler2D uSampler;
void main(void) {
vec3 lightWeighting;
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
vec3 normal = normalize(vTransformedNormal.xyz);
float specularLightWeighting = 0.0;
float shininess = 32.0;
if (shininess < 255.0) {
vec3 eyeDirection = normalize(-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), shininess);
}
float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
lightWeighting = uAmbientColor + uPointLightingSpecularColor * specularLightWeighting + uPointLightingDiffuseColor * diffuseLightWeighting;
gl_FragColor = vec4(vColor.rgb * lightWeighting, vColor.a);
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec4 aVertexColor;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNMatrix;
varying vec4 vColor;
varying vec4 vTransformedNormal;
varying vec4 vPosition;
varying vec2 vTextureCoord;
void main(void) {
vPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
gl_Position = uPMatrix * vPosition;
vColor = aVertexColor;
vTextureCoord = aTextureCoord;
vTransformedNormal = uNMatrix * vec4(aVertexNormal, 1.0);
}
</script>
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
...