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Question by Somian · Apr 29, 2016 at 02:01 PM · shadercharactercontrollerglsl

GLSL shader won't compile

Hi,

I have this shader that doesn't really do anything yet. for some reason, however, I get "syntax error" where I define the varying vec4 "uv"

 Shader "Blocker/FloorScreen"
 {
     Properties
     {
     floorTex ("Floor", 2D) = "white" {} 
     }
     SubShader
     {
     Pass
     {

         GLSLPROGRAM
 
         uniform sampler2D floorTex;    
         varying vec4 uv;
 
         #ifdef VERTEX
 
         void main()
         {
             uv = gl_MultiTexCoord0;
             gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
         }
 
         #endif
 
 
         #ifdef FRAGMENT
 
         void main()
         {
             gl_FragColor = texture2D(floorTex, vec2(uv));
         }
 
         #endif
 
         ENDGLSL
       }
    }
 }

I simply can't see what's wrong with this oO

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avatar image tanoshimi · Apr 29, 2016 at 02:24 PM 0
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Is "uv" a reserved keyword in GLSL? Have you tried rena$$anonymous$$g it to something else?

avatar image Somian tanoshimi · Apr 29, 2016 at 02:34 PM 0
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yeah, it had a different name before. same problem.

the full error is

GLSL compilation failed: ERROR: 0:20: 'varying' : syntax error: syntax error

can't it cope with varyings anymore? :D

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Answer by Somian · Apr 29, 2016 at 02:44 PM

Ok, I changed it to...

     GLSLPROGRAM

     uniform sampler2D floorTex;    

     #ifdef VERTEX
     varying vec4 uv;

     void main()
     {
         uv = gl_MultiTexCoord0;
         gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
     }

     #endif


     #ifdef FRAGMENT
     varying vec4 uv;

     void main()
     {
         gl_FragColor = texture2D(floorTex, vec2(uv));
         //gl_FragColor = vec4(1.0,1.0,0.8,0.5);

     }

I moved the definition of uv into the vertex and pixel shader separately. This works now. Strange, though. Shouldn't the other way work, too?

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