为什么我的WebGL着色器不让我使用变化?

问题描述:

当我尝试我的顶点和片段着色器链接到一个程序,WebGL的抛出Varyings with the same name but different type, or statically used varyings in fragment shader are not declared in vertex shader: textureCoordinates为什么我的WebGL着色器不让我使用变化?

我在我的两个顶点和片段着色器varying vec2 test,并不能看到任何理由为什么编译器将无法在两者中找到相同的varying

顶点着色器:

varying vec2 test; 
void main(void) { 
    gl_Position = vec4(0.0, 0.0, 0.0, 0.0); 
    test = vec2(1.0, 0.0); 
} 

片段着色器:

precision highp float; 
varying vec2 test; 
void main(void) { 
    gl_FragColor = vec4(test.xy, 0.0, 1.0); 
} 

测试代码:

const canvas = document.createElement('canvas'); 
gl = canvas.getContext('webgl') 
let vert = gl.createShader(gl.VERTEX_SHADER); 
gl.shaderSource(vert, "varying vec2 test;\nvoid main(void) {\n gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n test = vec2(1.0, 0.0);\n}"); 
gl.compileShader(vert); 

let frag = gl.createShader(gl.FRAGMENT_SHADER); 
gl.shaderSource(frag, "precision highp float;\nvarying vec2 test;\nvoid main() {\n\tgl_FragColor = vec4(test.xy, 0.0, 1.0);\n}"); 
gl.compileShader(frag); 

let program = gl.createProgram(); 
gl.attachShader(program, vert); 
gl.attachShader(program, frag); 

gl.linkProgram(program); 
gl.useProgram(program); 
+0

你使用什么浏览器? Chrome for Windows v51.0.2704.103m(64位)没有出现任何错误。这是我正在执行的[确切代码](http://pastebin.com/6EXAetZ2)。 – Exide

+0

@Exide更新我的浏览器修复了这个问题。奇怪的。 –

只是一个猜测,但我不知道是否是因为你没有使用纹理坐标在您的片段着色器中。名称&类型匹配得很好,所以我不认为这是问题。我已经做在这里同样的事情:

破片:

// The fragment shader is the rasterization process of webgl 

// use float precision for this shader 
precision mediump float; 

// the input texture coordinate values from the vertex shader 
varying vec2 vTextureCoord; 
// the texture data, this is bound via gl.bindTexture() 
uniform sampler2D texture; 
// the colour uniform 
uniform vec3 color; 

void main(void) { 
    // gl_FragColor is the output colour for a particular pixel. 
    // use the texture data, specifying the texture coordinate, and modify it by the colour value. 
    gl_FragColor = texture2D(texture, vec2(vTextureCoord.s, vTextureCoord.t)) * vec4(color, 1.0); 
} 

韦尔:

// setup passable attributes for the vertex position & texture coordinates 
attribute vec3 aVertexPosition; 
attribute vec2 aTextureCoord; 

// setup a uniform for our perspective * lookat * model view matrix 
uniform mat4 uMatrix; 
// setup an output variable for our texture coordinates 
varying vec2 vTextureCoord; 
void main() { 
    // take our final matrix to modify the vertex position to display the data on screen in a perspective way 
    // With shader code here, you can modify the look of an image in all sorts of ways 
    // the 4th value here is the w coordinate, and it is called Homogeneous coordinates, (x,y,z,w). 
    // It effectively allows the perspective math to work. With 3d graphics, it should be set to 1. Less than 1 will appear too big 
    // Greater than 1 will appear too small 
    gl_Position = uMatrix * vec4(aVertexPosition, 1); 
    vTextureCoord = aTextureCoord; 
} 
+0

我修改了我的原始问题以包含代码失败的最小工作示例。即使我使用变化,它似乎也失败了。 –

问题是由v51.something到52.0.2743.82更新Chrome OSX版解析(64位)奇怪。