Minib3d Implementing a shader
BlitzMax Forums/MiniB3D Module/Minib3d Implementing a shader
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Hey Guys, I'm relatively new to shader's and I'm having a hard time implementing this shader class in minib3d: I've modified the TMesh class to enable and disable the program object right before and after it calls glDrawElements: The shader code I'm passing in is this: Vertex code: Const VERTEX_CODE:String = .. "attribute vec4 vPosition;~n" + .. "void main( void ) {~n" + .. "gl_Position = vPosition;~n" + .. "}" Fragment code: Const FRAGMENT_CODE:String = .. "precision mediump float;~n" + .. "void main(void) {~n" + .. "gl_FragColor = vec4(1.0,0.0,0.0,1.0);~n" + .. "}" I keep getting this red line across the screen, I have a feeling the problem is with the shader code but I'm not sure if this implementation would work, All guidance and tips welcome. Thanks alot! |
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Why have you commented "glBindAttribLocation" ? Without it, you don't pass vertex data to your shader, so it won't work. |
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Here is my old shader class. I won't support this, since my monkey+minib3d TShader class is much better (and old code). TShader.bmx TGlobal.bmx test_shader.txt Last edited 2012 Last edited 2012 |
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This might help. First load a shader. Bind the shader just before RenderWorld(). Unbind the shader just after RenderWorld(). This will affect the complete world, single meshes or surfaces is a litle more work. TShader.bmx The shader below colors everything green, so when you see allot of green it works :-) Shader.vert Shader.frag Last edited 2012 |