对于该设备,我所有的着色器都可以正常加载,除了一个。对于这个着色器程序,当我调用 glGetProgramInfoLog(...); 时,我得到“片段程序无法使用当前上下文状态编译”错误,然后是顶点着色器的类似错误。
顶点着色器:
#version 100
uniform mat4 Projection;
uniform mat4 Modelview;
uniform mat4 Rotation;
uniform vec3 Translation;
uniform vec4 LightDirection;
uniform vec4 MaterialDiffuse;
uniform float MaterialShininess;
attribute vec3 position;
attribute vec3 normal;
varying vec4 color;
varying float specularCoefficient;
void main() {
vec3 _normal = normalize(mat3(Modelview[0].xyz, Modelview[1].xyz, Modelview[2].xyz)*normal);
// There is an easier way to do the above using typecast, but is apparently broken
float NdotL = dot(-_normal, normalize(vec3(LightDirection)));
if(NdotL < 0.0){
NdotL = 0.0;
}
color = NdotL * MaterialDiffuse;
float NdotO = dot(-_normal, vec3(0.0, 0.0, -1.0));
if(NdotO < 0.0){
NdotO = 0.0;
}
specularCoefficient = pow(NdotO, MaterialShininess);
vec3 p = position + Translation;
gl_Position = Projection*Modelview*vec4(p, 1.0);
}
片段着色器:
#version 100
precision mediump float;
varying vec4 color;
varying float specularCoefficient;
uniform vec4 MaterialSpecular;
void main(){
gl_FragColor = vec4((color + specularCoefficient*MaterialSpecular).rgb, 1.0);
}
我不确定发生了什么,特别是因为我有一个与上面完全相同的类似程序,并添加了纹理坐标。此外,当我使用 glGetShaderiv(theShader, GL_COMPILE_STATUS, &result) 链接程序时,我检查了每个着色器的编译状态,它们都检查得很好。有任何想法吗?