Reputation: 77
The unnecessary vec4()
vec3()
are only just to debug the problem.
Full errors:
0(36) : error C7011: implicit cast from "vec4" to "vec3"
0(36) : error C1035: assignment of incompatible types
Code:
#version 330
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector;
in vec3 toCameraVector;
in vec3 visibility;
out vec4 out_Color;
uniform sampler2D textureSampler;
uniform vec3 lightColor;
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColor;
void main(void) {
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);
float nDotl = dot(unitNormal, unitLightVector);
float brightness = max(nDotl, 0.2);
vec3 diffuse = brightness * lightColor;
vec3 unitVectorCameraVector = normalize(toCameraVector);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float specularFactor = dot(reflectedLightDirection, unitVectorCameraVector);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
vec3 finalSpecular = dampedFactor * reflectivity *lightColor;
out_Color = vec4(diffuse, 1.0) * texture(textureSampler, pass_textureCoords) + vec4(finalSpecular, 1.0);
out_Color = mix(vec4(skyColor, 1.0), vec4(out_Color), visibility);
}
Upvotes: 1
Views: 1190
Reputation: 77
The problem is that you're using vec3
as third argument into mix()
. Which is not correct, as it can be only same type as other arguments' type: vec4()
or use primitive type.
Upvotes: 3