Undeclared identifier 'gl_Position'

I am practicing to do opengl with cpp but there is an error in my program: / (vertexShader)

Here is the code for the vertexShader:

void main(void)
{
    gl_Position = gl_Vertex; 
}

      

There is a main cpp file here that calls the shader:

#include <GL/glew.h>
#include <GL/freeglut.h>
#include <stdio.h>

static char* readFile(const char* filename) {
    // Open the file
    FILE* fp = fopen(filename, "rb");
    // Move the file pointer to the end of the file and determing the length
    fseek(fp, 0, SEEK_END);
    long file_length = ftell(fp);
    fseek(fp, 0, SEEK_SET);
    char* contents = new char[file_length + 1];
    // zero out memory
    for (int i = 0; i < file_length + 1; i++) {
        contents[i] = 0;
    }
    // Here the actual read
    fread(contents, 1, file_length, fp);
    // This is how you denote the end of a string in C
    contents[file_length + 1] = '\0';
    fclose(fp);
    return contents;
}

GLuint makeVertexShader(const char* shaderSource) {
    GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShaderID, 1, (const GLchar**)&shaderSource, NULL);
    glCompileShader(vertexShaderID);
    return vertexShaderID;
}

GLuint makeFragmentShader(const char* shaderSource) {
    GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShaderID, 1, (const GLchar**)&shaderSource, NULL);
    glCompileShader(fragmentShaderID);
    return fragmentShaderID;
}

GLuint makeShaderProgram(GLuint vertexShaderID, GLuint fragmentShaderID) {
    GLuint shaderID = glCreateProgram();
    glAttachShader(shaderID, vertexShaderID);
    glAttachShader(shaderID, fragmentShaderID);
    glLinkProgram(shaderID);
    return shaderID;
}

int main(int argc, char** argv) {
    // Standard stuff...
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGBA);
    glutInitWindowSize(800, 600);
    glutCreateWindow("Shaders");
    glewInit();

    char* fragmentShaderSourceCode = readFile("fragmentShader.txt");
    char* vertexShaderSourceCode = readFile("vertexShader.txt");
    GLuint vertShaderID = makeVertexShader(vertexShaderSourceCode);
    GLuint fragShaderID = makeFragmentShader(fragmentShaderSourceCode);
    GLuint shaderProgramID = makeShaderProgram(vertShaderID, fragShaderID);
    glUseProgram(shaderProgramID);
    printf("vertShaderID is %d\n", vertShaderID);
    printf("fragShaderID is %d\n", fragShaderID);
    printf("shaderProgramID is %d\n", shaderProgramID);
    glDeleteProgram(shaderProgramID);
    int temp;
    scanf("%d", &temp);
    return 0;
}

      

Error: undeclared id 'gl_Position' in vertexShader I am using visual studio 2015, Windows 8, intel cpu, amd gpu.

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1 answer


This is very similar to the question I answered last week ( GLSL Bug # 132 Syntax error: "gl_position error") and probably the same solution, override the builtins that need to be predefined:

out gl_PerVertex { vec4 gl_Position; };

      



In this situation (or in this), it was not clear why this is required. This is only needed under certain circumstances, such as the GL_ARB_separate_shader_objects extension . But maybe it's an AMD driver issue as they also had an AMD graphics card.

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