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Comments (5)

pythoneer avatar pythoneer commented on August 15, 2024

A detailed description about that problem would be great :)

//EDIT:

Sry, your post was empty as i encountered your issue post..

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PseudoFreak avatar PseudoFreak commented on August 15, 2024

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"

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ForeverTPS avatar ForeverTPS commented on August 15, 2024

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);
}

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BennyQBD avatar BennyQBD commented on August 15, 2024

There was a slight bug in the GLSL 3.3 update code. It should be resolved now.

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ForeverTPS avatar ForeverTPS commented on August 15, 2024

I was just about to post the fix but you beat me to it Benny :-)

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