Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by miketucker · Nov 11, 2011 at 01:15 PM · shaderiphoneglsl

iPhone: Use of undeclared identifier '_patchFragColor'

A shader works in preview, but fails when launching. Below is the original shader. Following that is the error and generated shader by Unity.

Since this code is generated, is it possible to circumvent the problem?

 Shader "RH/EfficientDot" {
 Properties {
     _MainTex ("Main", 2D) = "white" {}
     _GridTex ("Grid", 2D) = "white" {}
 }

 SubShader {
     Pass{
         Blend SrcAlpha OneMinusSrcAlpha
         Lighting Off ZWrite Off 

         GLSLPROGRAM
         #ifdef VERTEX

         varying vec2 the_uv;
         varying vec4 color;

         void main()
         {
             color = gl_Color;
             gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
             the_uv = gl_MultiTexCoord0.st;
         }
         #endif

         #ifdef FRAGMENT
         uniform sampler2D _MainTex;
         uniform sampler2D _GridTex;
         varying vec2 the_uv;
         varying vec4 color;

         void main()
         {
             if (texture2D(_MainTex, the_uv).a * color.a > texture2D(_GridTex, vec2(gl_FragCoord.x, gl_FragCoord.y)*.25).a){
                 gl_FragColor = color; 
             } else {
                 gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);    
             }
         }
         #endif
         ENDGLSL
     }
 }
 }


When compiling, Xcode spits out an error below.

 -------- GLSL info log: ERROR: 0:31: Use of undeclared identifier '_patchFragColor'


 GLES20: failed to compile fragment shader:
 #define IN_HIGHP highp
 #define IN_MEDIUMP mediump
 #define IN_LOWP lowp
 precision mediump float;
 uniform lowp vec4 _unity_FogColor;
 varying lowp float _unity_FogVar;


 #define SHADER_API_GLES 1
 #define tex2D texture2D
 #line 13

             
                         


    uniform sampler2D _MainTex;
    uniform sampler2D _GridTex;
    varying vec2 the_uv;
    varying vec4 color;

    void main()
    {
     if (texture2D(_MainTex, the_uv).a * color.a > texture2D(_GridTex, vec2(gl_FragCoord.x, gl_FragCoord.y)*.25).a){
      lowp vec4 _patchFragColor;
 _patchFragColor = color;  _patchFragColor.rgb = mix (_unity_FogColor.rgb, _patchFragColor.rgb, _unity_FogVar); gl_FragColor = _patchFragColor;
  
     } else {
      _patchFragColor = vec4(0.0, 0.0, 0.0, 0.0); 
     }
    }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by miketucker · Nov 11, 2011 at 01:29 PM

by moving the first instance of gl_FragColor out of the IF statement, the error no longer occurs.

       gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);    
      if (texture2D(_MainTex, the_uv).a * color.a > texture2D(_GridTex, vec2(gl_FragCoord.x, gl_FragCoord.y)*.25).a){
       gl_FragColor = color; 
      } 
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

ES2.0 Diffuse Shader? 0 Answers

iPhone shader help to simulate TV static, works but not on iPhone. 1 Answer

GLSL error 1 Answer

GLSL shader adding UV offset 1 Answer

Glow & other post processing - iPhone / OpenGL ES1.1 and ES2.0 performance / work arounds? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges