通过以上步骤,你应该能够定位并解决“vertex shader is not compiled”的问题。如果问题仍然存在,可能需要更详细地检查你的OpenGL上下文设置或着色器代码的其他部分。
opengl shader version: 4.1 4.1 Metal - 83 ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile vertex shader! With GLSL: #version 130 ERROR: 0:1: '' : version '130' is not supported ERROR: 0:2: '' : #version required and missing. ERROR: ImGui_ImplOpenGL3_CreateDeviceObje...
assertion(hr == D3D_OK && compiledShader,"Failed to assemble vertex shader: %s\n", DXGetErrorString(hr));// Create the vertex shader.hr = device->CreateVertexShader( (DWORD*)(compiledShader->GetBufferPointer()), &mShader); assertion(hr == D3D_OK,"Failed to create vertex shader\n");...
That is, the call to CreateVertexShader succeeds. If you pass a compiled shader to pShaderBytecode that uses any of the following instructions on a device that doesn’t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader ...
ERROR: One or more attached shaders not successfully compiled VERTEX glCompileShader "oe_mp_vertModel" FAILED VERTEX Shader "oe_mp_vertModel" infolog: ERROR: 0:1: '' : version '330' is not supported ERROR: 0:1: '' : syntax error: #version ...
Shaders in ShaderLab are usually written inCg programming languageby embedding “Cg snippets” in the shader text. Cg snippets are compiled into low-level shader assembly by the Unity editor, and the final shader that is included in your game’s data files only contains this low-level assembl...
If you are not familiar with Unity’sScene View,Hierarchy View,Project ViewandInspector, now would be a good time to read the first few sections from the manual, starting withUnity Basics. The first step is to create some objects which you will use to test your shaders. SelectGame Object...
Loads the given shader by its unique ID. Loading the shader multiple times is ignored. When the shader is loaded it is also handed to the driver to JIT, if it hasn’t been already.SyntaxC++ Copy HRESULT LoadVertexShader( REFGUID resourceId, const BYTE *shaderBuffer, UINT32...
Materials with $vertexalpha will use the alpha channel of the $basetexture for translucency, in addition to the vertices' alpha, regardless of if $translucent is enabled. [todo tested in?] Todo: Are these commands shader-agnostic? Categories: Pages with uncategorized bugs Shader parameters...
/* Compile the vertex shader */ glCompileShader(vertexshader); glGetShaderiv(vertexshader, GL_COMPILE_STATUS, &IsCompiled_VS); if(IsCompiled_VS == FALSE) { glGetShaderiv(vertexshader, GL_INFO_LOG_LENGTH, &maxLength); /* The maxLength includes the NULL character */ ...