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Fragment shader error on Linux Build #1

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samuel-hxs opened this issue Jun 13, 2018 · 1 comment
Open

Fragment shader error on Linux Build #1

samuel-hxs opened this issue Jun 13, 2018 · 1 comment

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@samuel-hxs
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org.lwjgl.LWJGLException: FRAGMENT_SHADER compile log:
0:49(5): error: could not implicitly convert operands to relational operator
0:49(5): error: if-statement condition must be scalar boolean
0:56(25): error: could not implicitly convert operands to arithmetic operator
0:56(25): error: operands to arithmetic operators must be numeric
0:56(25): error: operands to arithmetic operators must be numeric
0:62(77): warning: attenuationInv' used uninitialized 0:70(21): warning: attenuationInv' used uninitialized
0:74(11): error: operator '%' is reserved in GLSL 1.10 (GLSL 1.30 or GLSL ES 3.00 required)
0:76(61): warning: k2' used uninitialized 0:85(5): error: could not implicitly convert operands to relational operator 0:85(5): error: if-statement condition must be scalar boolean 0:86(14): error: could not implicitly convert operands to arithmetic operator 0:86(2): error: operands to arithmetic operators must be numeric 0:86(2): error: could not implicitly convert error to vec4 0:87(5): error: could not implicitly convert operands to relational operator 0:87(5): error: if-statement condition must be scalar boolean 0:88(14): error: could not implicitly convert operands to arithmetic operator 0:88(2): error: operands to arithmetic operators must be numeric 0:88(2): error: could not implicitly convert error to vec4 0:89(5): error: could not implicitly convert operands to relational operator 0:89(5): error: if-statement condition must be scalar boolean 0:90(14): error: could not implicitly convert operands to arithmetic operator 0:90(2): error: operands to arithmetic operators must be numeric 0:90(2): error: could not implicitly convert error to vec4 0:94(33): error: no matching function for call to max(int, float)'; candidates are:
0:94(33): error: float max(float, float)
0:94(33): error: vec2 max(vec2, float)
0:94(33): error: vec3 max(vec3, float)
0:94(33): error: vec4 max(vec4, float)
0:94(33): error: vec2 max(vec2, vec2)
0:94(33): error: vec3 max(vec3, vec3)
0:94(33): error: vec4 max(vec4, vec4)
0:94(33): error: int max(int, int)
0:94(33): error: ivec2 max(ivec2, int)
0:94(33): error: ivec3 max(ivec3, int)
0:94(33): error: ivec4 max(ivec4, int)
0:94(33): error: ivec2 max(ivec2, ivec2)
0:94(33): error: ivec3 max(ivec3, ivec3)
0:94(33): error: ivec4 max(ivec4, ivec4)
0:94(29): error: no matching function for call to `pow(error, float)'; candidates are:
0:94(29): error: float pow(float, float)
0:94(29): error: vec2 pow(vec2, vec2)
0:94(29): error: vec3 pow(vec3, vec3)
0:94(29): error: vec4 pow(vec4, vec4)
0:94(18): error: operands to arithmetic operators must be numeric
0:94(18): error: operands to arithmetic operators must be numeric
0:94(2): error: operands to arithmetic operators must be numeric
0:94(2): error: could not implicitly convert error to vec4
0:95(2): error: value of type int cannot be assigned to variable of type float

@Tynogc
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Tynogc commented Jun 19, 2018

I added a Version declaration to the Shaders. It should be fine now, otherwise I would need to know what exact System you are running, so I can recreate that error.

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