Unable to bind compiled shaders (GLSL)

I have a small class that allows me to load shaders and use them in my program. I can compile the shaders, but when it is time to link them, they just don't want to do this. Using glGetProgramInfoLog, I got the following error log. I don’t understand why he is telling me that there is no program, since compilation works fine ...

Vertex info
-----------
(0) : error C3001: no program defined
Fragment info
-------------
(0) : error C3001: no program defined

The following is the GLSL code:

program_ = glCreateProgramObjectARB();

if (vertex_) {
   glAttachObjectARB(program_, vertex_);
}

if (fragment_) {
   glAttachObjectARB(program_, fragment_);
}

glLinkProgramARB(program_); 

vertex_ and fragment_ are vertex and fragment shaders, and program_ is ProgramObjectARB.

I would like to know what necessary changes I need to make to complete this run.

Vertex shader:

varying vec4 OCPosition;   // surface positon in world coordinates
varying vec4 ECposition;   // surface position in eye coordinates
varying vec4 ECballCenter; // ball center in eye coordinates
uniform vec4 BallCenter;   // ball center in modelling coordinates

void main()
{
  OCPosition   = gl_Vertex;
  ECposition   = gl_ModelViewMatrix * OCPosition;
  ECballCenter = gl_ModelViewMatrix * BallCenter;

  gl_Position  = gl_ProjectionMatrix * ECposition;
}

Fragment Shader:

varying vec4 OCPosition;   // surface position in world coordinates
varying vec4 ECposition;   // surface position in eye coordinates
varying vec4 ECballCenter; // ball center in eye coordinates

uniform vec4  LightDir;     // light direction, should be normalized
uniform vec4  HVector;      // reflection vector for infinite light source
uniform vec4  SpecularColor;
uniform vec4  BaseColor, StripeColor;

uniform float StripeWidth;  // = 0.3
uniform float FWidth;       // = 0.005

void main()
{
vec3  normal;              // Analytically computed normal
vec4  p;                   // Point in shader space
vec4  surfColor;           // Computed color of the surface
float intensity;           // Computed light intensity
vec4  distance;            // Computed distance values
float inorout;             // Counter for computing star pattern

p.xyz = normalize(OCPosition.xyz);    // Calculate p
p.w   = 1.0;

distance.y = StripeWidth - abs(p.z);
distance.xy = smoothstep(-FWidth, FWidth, distance.xy);

surfColor = mix(BaseColor, StripeColor, distance.y);

// normal = point on surface for sphere at (0,0,0)
normal = normalize(ECposition.xyz - ECballCenter.xyz);

// Per fragment diffuse lighting
intensity  = 0.2; // ambient
intensity += 0.8 * clamp(dot(LightDir.xyz, normal), 0.0, 1.0);
surfColor *= intensity;

// Per fragment specular lighting
intensity  = clamp(dot(HVector.xyz, normal), 0.0, 1.0);
intensity  = pow(intensity, SpecularColor.a);
surfColor += SpecularColor * intensity;

gl_FragColor = surfColor;
}

- , , , . , . , :

char *textFileRead(char *fn) {


FILE *fp;
char *content = NULL;

int count=0;

if (fn != NULL) {
    fp = fopen(fn,"rt");

    if (fp != NULL) {

        fseek(fp, 0, SEEK_END);
        count = ftell(fp);
        rewind(fp);

        if (count > 0) {
            content = (char *)malloc(sizeof(char) * (count+1));
            count = fread(content,sizeof(char),count,fp);
            content[count] = '\0';
        }
        fclose(fp);
    }
}
return content;
}
+3
3

GLSL Nvidia , , "main" ( )

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Edit

- - glCreateShader glSetShaderSource. , ( ), , , , , , ,.

+6

, :

GLuint program = glCreateProgramObjectARB();
assert(program);

GLuint vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
assert(vertex_shader);
glShaderSourceARB(vertex_shader, 1, /*your vertex shader*/, 0);
glCompileShaderARB(vertex_shader);

GLint compile_status;
glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &compile_status);
assert(1 == compile_status);

GLuint fragment_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
assert(fragment_shader);
glShaderSourceARB(fragment_shader, 1, /*your fragment shader*/, 0);
glCompileShaderARB(fragment_shader);

glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &compile_status);
assert(1 == compile_status);

glAttachObjectARB(program, vertex_shader);
assert(GL_NO_ERROR == glGetError());

glAttachObjectARB(program, fragment_shader);
assert(GL_NO_ERROR == glGetError());

glLinkProgramARB(program);  
assert(GL_NO_ERROR == glGetError());

GLint link_status;
glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &link_status);
assert(1 == link_status);

?

+3

glGetError glAttachObjectARB, , .

+2

Source: https://habr.com/ru/post/1726209/


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