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Thread: local variables in glsl shader

  1. #1
    Member Contributor
    Join Date
    Jul 2018

    local variables in glsl shader


    I am trying to use some local variables in the glsl shade. However, everytime I simply declare or declare and assign the variable to an initial value , it seems my shader stops working properly. Before doing this , I used to get a pretty picture on my screen, now I get a blank white screen.

    Code :
    static const char render_fs[] =
            "#version 430 core\n"
            "layout (location = 0) out vec4 color;\n"
            "uniform sampler2D output_image;\n"
            "void main(void)\n"
    	"vec4 sample=vec4(1.0,1.0,1.0,1.0};\n"
            "    color = texture(output_image, vec2(gl_FragCoord.xy) / vec2(textureSize(output_image, 0)));\n"

    See the sample variable. Just adding this whites out what i see on the screen.

  2. #2
    Senior Member OpenGL Guru
    Join Date
    Oct 2004
    Quote Originally Posted by driver View Post
    Code glsl:
      vec4 sample=vec4(1.0,1.0,1.0,1.0};

    See the sample variable. Just adding this whites out what i see on the screen.
    You need to check the compilation log, print it out to the screen, and fatal on a compile error. The compiler is no doubt trying to tell you that there is a syntax error here. That last brace above should be a parenthesis.

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