I'm trying to compile a shader program in OpenGL 3.2, but I'm getting a strange linking error.
After creating the vertex and fragment shaders compiling and attaching them, I try to link them into a program but I get the following infolog error:
ERROR: Compiled vertex shader was corrupt.
ERROR: Compiled fragment shader was corrupt.
I have absolutely no idea what it means and the only thing I could find on google was to ignore it. However, when I glUseProgram() it I get an invalid operation, so I can't just ignore this error.
Moreover, I just updated to XCode 5 and the very same code/shader source was working. Don't know how it can be related though..
Edit: shader source
Vertex:
#version 150
in vec3 position;
uniform mat4 worldMatrix;
uniform float time;
out vec3 outPos;
void main(){
gl_Position = worldMatrix*vec4(position, 1.0);
outPos = position;
}
Fragment:
#version 150
out vec4 outColor;
uniform float time;
uniform float red;
uniform float green;
uniform float blue;
void main(){
outColor=vec4(red, green, blue,1.0);
}
Got it to work.
At first I rewrote the shaders with another editor (text mate) and then it worked sometimes. Then I made sure that it was properly null terminated and it worked every time.
Maybe somehow there were non-printing characters like Andon M. Coleman suggested.
I had the same issue, and discovered that if you use the ' std::stringstream buffer' to read the file, as many code examples on the web use, the method .str().c_str() to get a *ptr needed for glShaderSource, the pointer gets deleted, meaning, you get random linker errors. Here is the work around I created...
int shaderFromFile(const std::string& filePath, GLenum shaderType) {
//open file
std::ifstream f;
f.open(filePath.c_str(), std::ios::in);
if(!f.is_open()){
throw std::runtime_error(std::string("Failed to open file: ") + filePath);
}
//read whole file into stringstream buffer
std::stringstream buffer;
buffer << f.rdbuf();
buffer << "\0";
f.close();
// need to copy, as pointer is deleted when call is finished
std::string shaderCode = buffer.str().c_str();
//create new shader
int ShaderID = glCreateShader(shaderType);
//set the source code
const GLchar* code = (const GLchar *) shaderCode.c_str();
glShaderSource(ShaderID, 1, &code, NULL);
//compile
glCompileShader(ShaderID);
//throw exception if compile error occurred
GLint status;
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, &status);
std::cout << "Status from compile:" << status << "\r\n";
if (status == GL_FALSE) {
std::string msg("Compile failure in shader:\n");
GLint infoLogLength;
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
char* strInfoLog = new char[infoLogLength + 1];
glGetShaderInfoLog(ShaderID, infoLogLength, NULL, strInfoLog);
msg += strInfoLog;
delete[] strInfoLog;
glDeleteShader(ShaderID); ShaderID = 0;
throw std::runtime_error(msg);
}
return ShaderID;
}
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