[Interest] Qt5.5 Qt3D Demos: QOpenGLShader::compile(Vertex): ERROR: 2:1: '' : syntax error: #version is mandatory and should be set before any other token
privet56 hotmail.com
privet56 at hotmail.com
Tue Jul 28 15:45:33 CEST 2015
Hi,
The "normal" Qt Demos of Qt 5.5 are working fine when opening + building with QtCreator 3.4.2
but
None of the Qt3D Demos are working; they fail with the below error output
( see also screenshot: http://privet.bplaced.net/temp/qt55_qt3d_examples.png )
What is wrong?
How can I fix this?
-------------------------------------------------------------------------
Starte C:\Qt\5.5\Src\qt3d\build-examples-5_5_desktop_64bit_vs2013-Release\qt3d\anaglyph-rendering\release\anaglyph-rendering.exe...
QOpenGLShader::compile(Vertex): ERROR: 2:1: '' : syntax error: #version is mandatory and should be set before any other token
*** Problematic Vertex shader source code ***
#define lowp
#define mediump
#define highp
#line 1
attribute vec3 vertexPosition;
varying vec3 texCoord0;
uniform mat4 mvp;
uniform mat4 inverseProjectionMatrix;
uniform mat4 inverseModelView;
void main()
{
texCoord0 = vertexPosition.xyz;
gl_Position = vec4(mvp * vec4(vertexPosition, 1.0)).xyww;
}
***
Failed to compile shader: "ERROR: 2:1: '' : syntax error: #version is mandatory and should be set before any other token\n\n"
QOpenGLShader::compile(Fragment): ERROR: 2:1: '' : syntax error: #version is mandatory and should be set before any other token
*** Problematic Fragment shader source code ***
#define lowp
#define mediump
#define highp
#line 1
varying highp vec3 texCoord0;
uniform samplerCube skyboxTexture;
void main()
{
gl_FragColor = textureCube(skyboxTexture, texCoord0);
}
***
Failed to compile shader: "ERROR: 2:1: '' : syntax error: #version is mandatory and should be set before any other token\n\n"
QOpenGLShader::link: "Link called without any attached shader objects.\n"
Failed to link shader program: "Link called without any attached shader objects.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::compile(Vertex): ERROR: 2:1: '' : syntax error: #version is mandatory and should be set before any other token
*** Problematic Vertex shader source code ***
#define lowp
#define mediump
#define highp
#line 1
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
varying vec3 position;
varying vec3 normal;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;
void main()
{
normal = normalize( modelViewNormal * vertexNormal );
position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
***
Failed to compile shader: "ERROR: 2:1: '' : syntax error: #version is mandatory and should be set before any other token\n\n"
QOpenGLShader::compile(Fragment): ERROR: 2:3: '' : syntax error: #version is mandatory and should be set before any other token
*** Problematic Fragment shader source code ***
#define lowp
#define mediump
#define highp
#line 1
#define FP highp
uniform FP vec4 lightPosition;
uniform FP vec3 lightIntensity;
// TODO: Replace with a struct
uniform FP vec3 ka; // Ambient reflectivity
uniform FP vec3 kd; // Diffuse reflectivity
uniform FP vec3 ks; // Specular reflectivity
uniform FP float shininess; // Specular shininess factor
varying FP vec3 position;
varying FP vec3 normal;
FP vec3 adsModel( const FP vec3 pos, const FP vec3 n )
{
// Calculate the vector from the light to the fragment
FP vec3 s = normalize( vec3( lightPosition ) - pos );
// Calculate the vector from the fragment to the eye position
// (origin since this is in "eye" or "camera" space)
FP vec3 v = normalize( -pos );
// Reflect the light beam using the normal at this fragment
FP vec3 r = reflect( -s, n );
// Calculate the diffuse component
FP float diffuse = max( dot( s, n ), 0.0 );
// Calculate the specular component
FP float specular = 0.0;
if ( dot( s, n ) > 0.0 )
specular = pow( max( dot( r, v ), 0.0 ), shininess );
// Combine the ambient, diffuse and specular contributions
return lightIntensity * ( ka + kd * diffuse + ks * specular );
}
void main()
{
gl_FragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 );
}
***
Failed to compile shader: "ERROR: 2:3: '' : syntax error: #version is mandatory and should be set before any other token\n\n"
QOpenGLShader::link: "Link called without any attached shader objects.\n"
Failed to link shader program: "Link called without any attached shader objects.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
QOpenGLShader::link: "ERROR: Definition for \"void main()\" not found.\n"
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