Reputation: 574
I'm trying to draw a textured quad copying some code from a tutorial but I'm afraid there is a problem with the shaders.
Both the vertex shader and the fragment shader compilation works, but when linking the program I get the error:
ERROR: Active attribute aliasing. Slot 0 unavailable for 'vertex' from layout location request.
Shouldn't the location of the second vector be (location = 1)?
I use SDL2 window - OpengGL context: OpenGL Version: 4.1 INTEL-10.6.20 (MAC OSX)
These are the shader files:
vertex.glsl
#version 330 core
layout(location = 0) in vec3 vertex;
layout(location = 0) in vec2 uv;
// will be used in fragment shader
out vec2 uv_frag;
void main(){
uv_frag = uv;
gl_Position = vec4(vertex, 1.0);
}
fragment.glsl
#version 330 core
// has to have same name as vertex shader
in vec2 uv_frag;
// our texture
uniform sampler2D tex;
// actual output
// gl_FragColor is deprecated
out vec4 frag_color;
void main(){
frag_color = texture(tex, uv_frag);
}
Upvotes: 1
Views: 590
Reputation: 45342
Well, the situation is very clear. You already gave the answer yourself.
Shouldn't the location of the second vector be (location = 1)?
Yes. Or less specific: it should be something else than 0. Attribute locations must be unique in a single program, for obvious reasons. The code you copied from wherever is just invalid.
Upvotes: 2