Comments (5)
A detailed description about that problem would be great :)
//EDIT:
Sry, your post was empty as i encountered your issue post..
from 3denginecpp.
Well, there is nothing more to say, the CompileShader()
tries to link the program with glLinkProgram()
, fails and calls CheckShaderError()
. And CheckShaderError()
gives the error message "Error linking shader program: Fragment shader writes to more than 1 type of output gl_FragData, gl_FragColor or user bound frag data."
The error message with a GeForce GTX 760 is quite similar: "error: user-defined fragment shader outputs may not be used with gl_FragColor or gl_FragData'Invalid shader program"
from 3denginecpp.
I have the same issue with some added details:
Error linking shader program: 'Fragment info
-------------
0(47) warning C7533: global variable gl_FragColor is depreciated after version 120
error: user-defined fragment shader outputs may not be used with gl_FragColor or gl_FragData'
Invalid shader program: ''
Assertion failed: location != INVALID_VALUE
It seems to be related to GLSL version. If you comment out the conversion to version 330 in the ShaderData constructor it works (see the 3 lines commented out):
if (s_supportedGLSLLevel >= 330)
{
//ConvertVertexShaderToGLSL330(&vertexShaderText);
//ConvertFragmentShaderToGLSL330(&fragmentShaderText);
}
AddVertexShader(vertexShaderText);
AddFragmentShader(fragmentShaderText);
//if (s_supportedGLSLLevel < 330)
{
AddAllAttributes(vertexShaderText);
}
from 3denginecpp.
There was a slight bug in the GLSL 3.3 update code. It should be resolved now.
from 3denginecpp.
I was just about to post the fix but you beat me to it Benny :-)
from 3denginecpp.
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