Got it. The uniform was not being set properly in my patch. Now I get the blur, but linking is not always working the first time through.
cgc
On 2/17/06, chris clepper cgclepper@gmail.com wrote:
Some more info:
There are three outlets for glsl_fragment and in these patches the middle one is connected to the shader number message for glsl_program. That middle outlet never changes but the right one does. I connected that up and now get varying output from the shader (although it still doesn't work):
link 2 progs attach object 0 attach object 1 getting 722 chars for infolog GEM: [glsl_program]: Info_log: ERROR: Fragment shader reads varying 'texCoord0' which is not written since there is no vertex shader. ERROR: Fragment shader reads varying 'texCoord1' which is not written since there is no vertex shader. ERROR: Fragment shader reads varying 'texCoord2' which is not written since there is no vertex shader. ERROR: Fragment shader reads varying 'texCoord3' which is not written since there is no vertex shader. ERROR: Fragment shader reads varying 'texCoord4' which is not written since there is no vertex shader. ERROR: Fragment shader reads varying 'texCoord5' which is not written since there is no vertex shader. ERROR: Fragment shader reads varying 'texCoord6' which is not written since there is no vertex shader.
GEM: [glsl_program]: Link failed!
After that I load the shaders again and get this:
[glsl_vertex]: Loaded file: /Users/schwartz/Desktop/gaussBlurGLSL/gaussBlur.vert [glsl_fragment]: Loaded file: /Users/schwartz/Desktop/gaussBlurGLSL/gaussBlur.frag link 2 progs attach object 0 attach object 1 getting 0 chars for infolog [glsl_program]: vertex shader running in hardware [glsl_program]: fragment shader running in hardware
I have a 256x256 file and pix_texture in mode 0. Any ideas?
cgc
On 2/17/06, chris clepper cgclepper@gmail.com wrote:
No joy here. It looks like the fragment shader is not loading properly:
[glsl_fragment]: Loaded file: /Users/schwartz/Desktop/gaussBlurGLSL/gaussBlur.frag link 2 progs attach object 0 attach object 1 getting 722 chars for infolog GEM: [glsl_program]: Info_log: WARNING: Vertex shader writes varying 'texCoord0' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord1' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord2' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord3' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord4' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord5' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord6' which is not read since there is no fragment shader.
[glsl_program]: vertex shader running in hardware [glsl_program]: fragment shader running in hardware
There's no ouput in the gemwin at all.
The interface for GLSL in GEM is not exactly user friendly either. I wouldn't expect very many people to figure this out and get a shader working in their own patches (myself included apparently).
cgc