Reputation: 6515
Specifying the GLSL version gives a syntax error when using LWJGL. I haven't tried to reproduce this issue outside LWJGL. This is happening on multiple Macs running Lion.
I've gotten both vertex and fragment shaders to work without using #version
. But I'm about to use the texture
function, which seems to require a #version
directive.
Here's the simplest failing example:
#version 120
void main() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
Compiling this fragment shader and calling glGetShaderInfoLog
gives this error:
ERROR: 0:1: '' : syntax error #version
Replacing 120
with anything else, such as 110
, also gives an error. Curiously, though, if I use 130 or higher, it gives the same error plus a complaint about the version not beig supported. (i know my system doesn't have GLSL 1.3, but it's still weird that this error displays when the compiler is acting like it doesn't understand the version tag.)
I'm on a Mac with an ATI Radeon HD 4670. GL_VERSION
is 2.1 ATI-7.12.9
and GL_SHADING_LANGUAGE_VERSION
is 1.20
.
Given that, I don't see any reason why GLSL 1.20 should be unavailable. And it's really weird to me that it's saying #version
is a syntax error, as opposed to saying something about an unsupported GLSL version.
Upvotes: 9
Views: 6883
Reputation: 6515
Solved! It had nothing to do with OpenGL. My file reader code was dropping all line breaks. This was fine in the body of the shader, which had semicolons. But the preprocessor directive had no semicolon to protect it from this error.
So for anyone with this problem, make sure the code you're actually passing to glShaderSource still has its linebreaks.
Upvotes: 18
Reputation: 45948
Both the vertex and the fragment shader need to have the same version. So if you add a #version 120
to the fragment shader, you should also add it to the vertex shader, too. But it's a bit strange that this is reported as a syntax error. Maybe there's another error, but both definitely have to have the same version tag.
EDIT: Also keep in mind that the version tag needs to be the first line in the shader source code (newlines and comments should be Ok by specification, but who knows what the drivers think).
Upvotes: 1