GLSL: cannot find a place in form

My problem is that I cannot get any place in the form when I have other places without problems.

For example, I have a VS form called MVP and Model, and I have a “MVP” location without problems, but I don't have a “model” that I use symmetrically. Similarly, I cannot get the location of the fields from the Light structure in FS.

Its code passes the data to the shader:

bool Shader::SetShaderParameters(mat4 MVPMatrix,mat4 Model,GLint textureUnit)
{
  GLuint matrixLocation = glGetUniformLocation(programID,"MVP");
  if(matrixLocation==-1)
    return false;
  glUniformMatrix4fv(matrixLocation,1,GL_FALSE,&MVPMatrix[0][0]);
  GLuint modelLocation = glGetUniformLocation(programID,"Model");
  if(modelLocation==-1)
    return false;
  glUniformMatrix4fv(modelLocation,1,GL_FALSE,&Model[0][0]);
  return true;
}

bool Shader::SetShaderLights(vec3 lightColor,vec3 ambientIntensity,vec3 direction,vec3 diffuseIntensity)
{
    GLuint lightColorLocation = glGetUniformLocation(programID,"light.lightColor");
    if(lightColorLocation==-1)
        return false;
    glUniform3fv(lightColorLocation,1,&lightColor[0]);
    GLuint ambientIntensityLocation = glGetUniformLocation(programID,"light.ambientIntensity");
    if(ambientIntensityLocation==-1)
        return false;
    glUniform3fv(ambientIntensityLocation,1,&ambientIntensity[0]);
    GLuint directionLocation = glGetUniformLocation(programID,"light.direction");
    if(directionLocation==-1)
        return false;
    glUniform3fv(directionLocation,1,&direction[0]);
    GLuint diffuseIntensityLocation = glGetUniformLocation(programID,"light.diffuseIntensity");
    if(diffuseIntensityLocation==-1)
        return false;
    glUniform3fv(diffuseIntensityLocation,1,&diffuseIntensity[0]);
    return true;
}

This shader code:

VS:

#version 440 core

layout(location=0) in vec3 vertexPosition;
layout(location=1) in vec2 vertexUV;
layout(location=2) in vec3 normal;

out vec2 uv;
out vec3 norm;

uniform mat4 Model;
uniform mat4 MVP;

void main()
{
  gl_Position = MVP*vec4(vertexPosition,1.0);
  uv = vertexUV;
  norm = (Model*vec4(normal,0.0)).xyz;
}

FS:

#version 440 core

struct Light
{
  vec3 lightColor;
  vec3 ambientIntensity;
  vec3 direction;
  vec3 diffuseIntensity;
};

in vec2 uv;
in vec3 norm;

out vec3 color;

uniform sampler2D texSamp;
uniform Light light;

void main()
{
  color = texture(texSamp,uv).rgb*light.ambientIntensity;
}

What can be a problem with various forms of behavior when getting a place in a form? Maybe I'm using a bad version of the shaders or is it somehow optimizing the data in the shaders. I debugged my decision, and I am sure that the identifiers of the shader programs are correct.

[EDIT]: FS, , glGetUniformLocation(), , .

+4
2

, .

. , glGetUniformLocation -1. OpenGL 4.3, 7.6.1:

-1, Uniform * , .

+4

.

, glGetUniformLocation glUniform * glUseProgram, -1; , glUseProgram, .

( OpenGL 3.3, GLSL 3.30)

+3

Source: https://habr.com/ru/post/1544719/


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