void main(void) {}
[ Wed Dec 11 23:02:13 EST 2013 ] - ERROR: Attached fragment shader is not compiled.
// Simple Water shader. (c) Victor Korsun, bitekas@gmail.com; 2012.//// Attribution-ShareAlike CC License.#ifdef GL_ESprecision highp float;#endifconst float PI = 3.1415926535897932;// play with these parameters to custimize the effect// ===================================================//speedconst float speed = 0.2;const float speed_x = 0.3;const float speed_y = 0.3;// refractionconst float emboss = 0.50;const float intensity = 2.4;const int steps = 8;const float frequency = 6.0;const int angle = 7; // better when a prime// reflectionconst float delta = 60.;const float intence = 700.;const float reflectionCutOff = 0.012;const float reflectionIntence = 200000.;// ===================================================float time = iGlobalTime*1.3; float col(vec2 coord) { float delta_theta = 2.0 * PI / float(angle); float col = 0.0; float theta = 0.0; for (int i = 0; i < steps; i++) { vec2 adjc = coord; theta = delta_theta*float(i); adjc.x += cos(theta)*time*speed + time * speed_x; adjc.y -= sin(theta)*time*speed - time * speed_y; col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity; } return cos(col); }//---------- mainvoid main(void){vec2 p = (gl_FragCoord.xy) / iResolution.xy, c1 = p, c2 = p;float cc1 = col(c1);c2.x += iResolution.x/delta;float dx = emboss*(cc1-col(c2))/delta;c2.x = p.x;c2.y += iResolution.y/delta;float dy = emboss*(cc1-col(c2))/delta;c1.x += dx*2.;c1.y = -(c1.y+dy*2.);float alpha = 1.+dot(dx,dy)*intence; float ddx = dx - reflectionCutOff;float ddy = dy - reflectionCutOff;if (ddx > 0. && ddy > 0.) alpha = pow(alpha, ddx*ddy*reflectionIntence); vec4 col = texture2D(iChannel0,c1)*(alpha);gl_FragColor = col;}
ERROR: 0:? : 'pre-mature EOF' : syntax error syntax error[ Fri Dec 13 04:57:04 BRST 2013 ] - ERROR: Attached fragment shader is not compiled.Tangent handle not found (tangents needed: true)!Shader compiled!
// Simple Water shader. (c) Victor Korsun, bitekas@gmail.com; 2012.//// Attribution-ShareAlike CC License.uniform float iGlobalTime;uniform vec3 iResolution;uniform sampler2D iChannel0..3;#ifdef GL_ESprecision highp float;#endifconst float PI = 3.1415926535897932;// play with these parameters to customize the effect// ===================================================//speedconst float speed = 0.2;const float speed_x = 0.3;const float speed_y = 0.3;// refractionconst float emboss = 0.50;const float intensity = 2.4;const int steps = 8;const float frequency = 6.0;const int angle = 7; // better when a prime// reflectionconst float delta = 60.;const float intence = 700.;const float reflectionCutOff = 0.012;const float reflectionIntence = 200000.;// ===================================================float time = iGlobalTime*1.3; float col(vec2 coord) { float delta_theta = 2.0 * PI / float(angle); float col = 0.0; float theta = 0.0; for (int i = 0; i < steps; i++) { vec2 adjc = coord; theta = delta_theta*float(i); adjc.x += cos(theta)*time*speed + time * speed_x; adjc.y -= sin(theta)*time*speed - time * speed_y; col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity; } return cos(col); }void main(void) { vec2 p = (gl_FragCoord.xy) / iResolution.xy, c1 = p, c2 = p; float cc1 = col(c1); c2.x += iResolution.x/delta; float dx = emboss*(cc1-col(c2))/delta; c2.x = p.x; c2.y += iResolution.y/delta; float dy = emboss*(cc1-col(c2))/delta; c1.x += dx*2.; c1.y = -(c1.y+dy*2.); float alpha = 1.+dot(dx,dy)*intence; float ddx = dx - reflectionCutOff; float ddy = dy - reflectionCutOff; if (ddx > 0. && ddy > 0.) alpha = pow(alpha, ddx*ddy*reflectionIntence); vec4 col = texture2D(iChannel0,c1)*(alpha); gl_FragColor = col;}
uniform sampler2D iChannel0..3;
uniform sampler2D iChannel0;uniform sampler2D iChannel1;uniform sampler2D iChannel2;uniform sampler2D iChannel3;
[ Fri Dec 13 14:19:57 EST 2013 ] - ERROR: Vertex info-----------(0) : error C5145: must write to gl_Position
attribute vec4 tangent;void main(void) { gl_Position = ftransform();}