Fragment Shader Draw Unexpected Border Line - libgdx

I have a shader program which will make a border line depends on alpha value arround each pixels. I hope to add a yellow border line along an image just like this:
However, it does not give me the expected answer. The thing that I cant understand the most is why there will always be a border line at one boundary side of image.
My fragment shader codes:
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 u_imageSize;
uniform vec4 u_borderColor;
uniform float u_borderSize;
void main() {
vec4 color = texture2D(u_texture, v_texCoords);
vec2 pixelToTextureCoords = 1. / u_imageSize;
bool isInteriorPoint = true;
bool isExteriorPoint = true;
for (float dx = -u_borderSize; dx < u_borderSize; dx++)
{
for (float dy = -u_borderSize; dy < u_borderSize; dy++){
vec2 point = v_texCoords + vec2(dx,dy) * pixelToTextureCoords;
float alpha = texture2D(u_texture, point).a;
if ( alpha < 0.5 )
isInteriorPoint = false;
if ( alpha > 0.5 )
isExteriorPoint = false;
}
}
if (!isInteriorPoint && !isExteriorPoint && color.a < 0.5)
gl_FragColor = u_borderColor;
else
gl_FragColor = v_color * color;
}
My vertex shader codes:
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
varying vec4 v_color;
varying vec2 v_texCoords;
uniform mat4 u_projTrans;
uniform vec2 u_viewportInverse;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
My definition codes:
shaderProgram.setUniformf( "u_imageSize", new Vector2(getWidth(), getHeight()) );
shaderProgram.setUniformf( "u_borderColor", Color.YELLOW );
shaderProgram.setUniformf( "u_borderSize", 1 );
Outcome image(shape above is without shader and shape below is with shader):
Please provide me any kind of guides.

The issue is caused, because the texture coordinates in the loop become < 0.0 respectively > 1.0. So the texture is looked up "out of bounds". What happens in this case depends on the wrap parameters (see glTexParameter. Add a range check to the loop and skip the lookup when coordinates are not in range [0.0, 1.0], to solve the issue:
for (float dx = -u_borderSize; dx < u_borderSize; dx++)
{
for (float dy = -u_borderSize; dy < u_borderSize; dy++){
vec2 point = v_texCoords + vec2(dx,dy) * pixelToTextureCoords;
// range check
if (point.x < 0.0 || point.x > 1.0 || point.y < 0.0 || point.y > 1.0)
continue;
float alpha = texture2D(u_texture, point).a;
if ( alpha < 0.5 )
isInteriorPoint = false;
if ( alpha > 0.5 )
isExteriorPoint = false;
}
}

Related

Shaders draw unexpected transparent background

I have a new class MyActor extended Actor, with applying shader into it.
However, the shader will fill up the transparent background unexpectedly.
draw() method codes inside MyActor as follow:
#Override
public void draw(Batch batch, float parentAlpha) {
if(shaderProgram!=null)
{
batch.setShader(shaderProgram);
}
if(!drawParentAtBack)super.draw(batch, parentAlpha); // by default is false
Color c = getColor(); // used to apply tint color effect
batch.setColor(c.r, c.g, c.b, c.a * parentAlpha);
if ( isVisible() )
{
if(displayFrame !=null) // a textureregion
{
batch.draw(displayFrame,
getX(),getY(),
getOriginX(),getOriginY(),
getWidth(),getHeight(),
getScaleX(),getScaleY(),
getRotation());
}
}
if(drawParentAtBack)super.draw(batch, parentAlpha);
if(shaderProgram!=null)
{
batch.setShader(null);
}
}
public void setShader(String vs, String fs){
vertexShaderCode = Gdx.files.internal("shaders/" + vs + ".vs").readString();
fragmentShaderCode = Gdx.files.internal("shaders/" + fs + ".fs").readString();
shaderProgram = new ShaderProgram(vertexShaderCode, fragmentShaderCode);
if (!shaderProgram.isCompiled())
{
d( "Shader compile error: " + shaderProgram.getLog() );
}
}
My definition goes like this:
MyActor myActor1;myActor2;
..... // setting up myActor1 & myActor2
myActor1.setShader("default","greyScale");
myActor2.setShader("default","greyScale");
my simple shaderCodes from this tutorial:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform mat4 u_projTrans;
void main() {
vec3 color = texture2D(u_texture, v_texCoords).rgb;
float gray = (color.r + color.g + color.b) / 3.0;
vec3 grayscale = vec3(gray);
gl_FragColor = vec4(grayscale, 1.0);
}
My vertex shader codes from this tutorial:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform mat4 u_projTrans;
void main() {
vec3 color = texture2D(u_texture, v_texCoords).rgb;
float gray = (color.r + color.g + color.b) / 3.0;
vec3 grayscale = vec3(gray);
gl_FragColor = vec4(grayscale, 1.0);
}
My expected result images are gray color shapes with transparent background, BUT it turns out like this:
sample shape image without shader:
Any helps please.
In general transparency is achieved Alpha Blending. The alpha channel of the fragment controls the transparency and has to be set.
In the fragment shader the alpha channel of the texture is omitted:
gl_FragColor = vec4(grayscale, 1.0);
Set the alpha channel of the texture (u_texture) to the alpha channel of the output (gl_FragColor.a):
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform mat4 u_projTrans;
void main() {
// read RGB color channels and alpha channel
vec4 color = texture2D(u_texture, v_texCoords);
float gray = (color.r + color.g + color.b) / 3.0;
vec3 grayscale = vec3(gray);
// write gray scale and alpha channel
gl_FragColor = vec4(grayscale.rgb, color.a);
}

Is it possible to apply scanline shader without using FrameBuffer?

I'm looking for a minimal scanline shader to use with libGDX, preferably with the option to alter the intensity of the effect.
There's a libGDX example here (missing the vert and frag files):
Shaders in libgdx have no effect [Desktop]
However, this requires the use of a FrameBuffer. Is there a more elegant solution, where I can just drop the vert and frag files into my shaders folder, then setup in my code like this:
private String vertexShader;
private String fragmentShader;
private ShaderProgram shaderProgram;
#Override
public void create()
{
vertexShader = Gdx.files.internal("shaders/vertex.glsl").readString();
fragmentShader = Gdx.files.internal("shaders/fragment.glsl").readString();
shaderProgram = new ShaderProgram(vertexShader, fragmentShader);
spriteBatch.setShader(shaderProgram);
}
My game is targeted at low-end Android phones. I currently get a reasonably stable 60fps, and would like to keep this performance.
edit 1:
Following Tenfour04's snippet, my vertex file currently looks like this:
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
uniform float u_screenHeight;
varying vec4 v_color;
varying vec2 v_texCoords;
void main()
{
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
edit 2:
New, possibly simpler method, but rendering loses transparency:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_sampler2D;
uniform mat4 u_projTrans;
void main(void)
{
vec2 p = vec2(floor(gl_FragCoord.x), floor(gl_FragCoord.y));
if (mod(p.y, 2.0)==0.0)
gl_FragColor = vec4(texture2D(u_sampler2D,v_texCoords).xyz ,1.0);
else
gl_FragColor = vec4(0.0,0.0,0.0 ,1.0);
}
Here's a shader I think will work. I didn't test it, so you might have to debug it. You can customize the line count and intensity constants to get the look you want. This is very simply based off a sine curve, and it only causes darkening. There are more elaborate effects you could do by lightening and darkening the color using the sine wave. You could also truncate the sine function with step functions to possibly increase its realism.
//Vertex shader (same as SpriteBatch's default)
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
varying vec2 v_texCoords;
varying vec4 v_color;
uniform mat4 u_projTrans;
void main()
{
v_texCoords = a_texCoord0;
v_color = a_color;
v_color.a = v_color.a * (255.0/254.0);
gl_Position = u_projTrans * a_position;
}
//Fragment shader
#ifdef GL_ES
precision mediump float;
#endif
const float LINE_COUNT = 90.0;
const float FREQ = LINE_COUNT * 2.0 * 3.14159;
const float INTENSITY = 0.4;
varying vec2 v_texCoords;
varying vec3 v_color;
uniform sampler2D u_texture;
uniform float u_screenHeight;
void main()
{
vec4 texture = texture2D(u_texture, v_texCoords);
float screenV = gl_FragCoord.y / u_screenHeight;
float scanLine = 1.0 - INTENSITY * (sin(FREQ * screenV) * 0.5 + 0.5);
//Possibly cheaper methods, in increasing realism / performance hit
//float scanLine = 1.0 - INTENSITY * mod(screenV * LINE_COUNT, 1.0);
//float scanLine = 1.0 - INTENSITY * step(0.5, mod(screenV * LINE_COUNT, 1.0));
//float scanLine = 1.0 - INTENSITY * abs(mod(screenV * LINE_COUNT, 1.0) - 0.5);
gl_FragColor = v_color * vec4(texture.rgb * scanLine, texture.a);
}
It uses screen height as a parameter, so you have to set the screen height when the screen is resized:
public void resize (int width, int height){
//...
shader.begin();
shader.setUniformf("u_screenHeight", height);
shader.end();
}
If you use one of the mod() scan line calculations above that I commented out instead of the sin() based one, you can further optimize by changing this to:
shader.setUniformf("u_screenHeight", LINE_COUNT / (float)height);
and changing the shader's screenV line's / to a *, and then removing * LINE_COUNT from the scanLine calculation. This would save an operation, and also I think * is slightly faster than /. (If you do this, you might consider renaming the u_screenHeight variable to something that makes sense.)
You can keep your method and still have transparency.
This is the main() in my fragment shader:
gl_FragColor = texture2D(u_TextureUnit, v_TextureCoordinates);
if (mod(floor(gl_FragCoord.y),4.0) == 0.0)
gl_FragColor.rgb *= 0.5;
With this I have transparent textures showing cheap scanlines. Note that I'm using 4.0 as divisor, just personal taste.
In any case, the key is to only modify gl_FragColor.rgb and leave alone the 'gl_FragColor.a` (the alpha channel).
I was working on a quick and dirty scanline effect too and arrived to this question after searching for gl_FragCoord.y and mod. The floor(gl_fragCoord.y) in your question solved my problem.

modify attribute vec2 variable

In my vertex shader I would love to modify attribute vec2 a_position variable that is shared in fragment shader. By this modifycation I should get image into cylindrical projection.
This is what I'm doing in my shaders:
<!-- vertex shader -->
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
uniform vec2 u_resolution;
uniform mat3 u_matrix;
varying vec2 v_texCoord;
void main() {
// modifying START
float angle = atan(a_position.y, a_position.x);
float r = sqrt(a_position.x*a_position.x + a_position.y*a_position.y);
a_position.x = r*cos(angle);
a_position.y = r*sin(angle);
// modifying STOP
gl_Position = vec4(u_matrix * vec3(a_position, 1), 1);
v_texCoord = a_position;
}
</script>
<!-- fragment shader -->
<script id="2d-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(u_image, v_texCoord);
}
</script>
But I'm getting this error:
compiling shader '[object WebGLShader]':ERROR: 0:12: 'assign' : l-value required "a_position" (can't modify an attribute)
ERROR: 0:13: 'assign' : l-value required "a_position" (can't modify an attribute)
Don't you have any idea how to fix that?
Just use another variable
attribute vec2 a_position;
uniform vec2 u_resolution;
uniform mat3 u_matrix;
varying vec2 v_texCoord;
void main() {
// modifying START
float angle = atan(a_position.y, a_position.x);
float r = sqrt(a_position.x*a_position.x + a_position.y*a_position.y);
vec3 p = vec3(
r*cos(angle),
r*sin(angle),
1);
// modifying STOP
gl_Position = vec4(u_matrix * p, 1);
v_texCoord = a_position;
}

webgl lighting shader working with firefox but not with chrome

I am currently developing a 3D engine using WebGL, and I encountered a problem with the lighting shader. I am using an array of structure in order to pass the light parameters to the vertex and fragment shaders (with the same array passed as "uniform"). It actualy works very well with Firefox 35, but not at all with Google chrome and I have no idea what is wrong with this code.
Here is the code for the vertex shader:
precision mediump float;
precision mediump int;
struct light{
vec3 ambient;
vec3 specular;
vec3 diffuse;
vec3 vector;
};
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
attribute vec3 aVertexNormal;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat4 uNormalMatrix;
varying vec4 vMaterialColor;
varying vec3 N;
varying vec3 V;
const int MAX_LIGHT = 3;
uniform light lights[MAX_LIGHT];
varying vec3 L[MAX_LIGHT];
uniform int lightCount;
void main(void) {
vec4 position4 = uMVMatrix * vec4(aVertexPosition, 1.0);
vec3 position = position4.xyz / position4.w;
V = normalize(-position);
for(int i = 0 ; i < MAX_LIGHT ; i++){
if (i < lightCount){
L[i] = normalize(lights[i].vector - position);
}
}
N = normalize(vec3(uNormalMatrix * vec4(aVertexNormal,0.0)));
gl_Position = uPMatrix * position4;
vMaterialColor = aVertexColor;
}
And the code for the fragment shader is:
precision mediump float;
precision mediump int;
varying vec3 N;
varying vec3 V;
struct materialProperties {
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 emissive;
float shininess;
};
struct light{
vec3 ambient;
vec3 specular;
vec3 diffuse;
vec3 vector;
};
// Material
varying vec4 vMaterialColor;
uniform materialProperties uMaterial;
// Light
const int MAX_LIGHT = 3;
uniform light lights[MAX_LIGHT];
varying vec3 L[MAX_LIGHT];
uniform int lightCount;
void main(void) {
vec3 color = vec3(0.0);
for(int i = 0; i < MAX_LIGHT ; i++){
if(i < lightCount){
float dot_LN = max(dot(N,L[i]), 0.0);
float specular = 0.0;
if(dot_LN > 0.0){
vec3 H = normalize(L[i]+V);
float dot_HN = max(dot(H, N), 0.0);
specular = pow(dot_HN, uMaterial.shininess);
}
vec3 ambiantComponent = uMaterial.ambient * lights[i].ambient;
vec3 diffuseComponent = uMaterial.diffuse * vMaterialColor.xyz * dot_LN * lights[i].diffuse;
vec3 specularComponent = uMaterial.specular * specular * lights[i].specular;
color += ambiantComponent + diffuseComponent + specularComponent;
}
}
gl_FragColor = vec4(color, vMaterialColor.w);
}
I am sending the light informations with gl.uniformxx:
for(var i = 0 ; i < light.length ; i++){
gl.uniform3fv(shaderProgram.light[i].vector, light[i]._lightVector);
gl.uniform3fv(shaderProgram.light[i].ambient, light[i].ambient);
gl.uniform3fv(shaderProgram.light[i].specular, light[i].specular);
gl.uniform3fv(shaderProgram.light[i].diffuse, light[i].diffuse);
}
gl.uniform1i(shaderProgram.lightCount, light.length);
And shaderProgram is declared with the following code:
shaderProgram.light = [];
for(var i = 0 ; i < 3 ; i++){
var l = {};
l.ambient = gl.getUniformLocation(shaderProgram,"lights["+i+"].ambient");
l.specular = gl.getUniformLocation(shaderProgram,"lights["+i+"].specular");
l.vector = gl.getUniformLocation(shaderProgram,"lights["+i+"].vector");
l.diffuse = gl.getUniformLocation(shaderProgram,"lights["+i+"].diffuse");
shaderProgram.light.push(l);
}
shaderProgram.lightCount = gl.getUniformLocation(shaderProgram,"lightCount");
The rendered scene with Google Chrome is a black image, instead of Firefox which renders the scene as expected.
Do you know where is the problem in this code?
Edit:
The following minimal code presents the same bug:
<!doctype html>
<html>
<head>
<meta charset="UTF-8">
<title>Fail</title>
</head>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
precision mediump int;
struct test_t{
vec3 a;
vec3 b;
vec3 c;
vec3 d;
};
uniform test_t test;
varying vec3 sum;
void main(void) {
gl_FragColor = vec4(test.a+test.b+test.c-sum, 1.0);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
precision mediump float;
precision mediump int;
struct test_t{
vec3 a;
vec3 b;
vec3 c;
vec3 d;
};
attribute vec3 aVertexPosition;
uniform test_t test;
varying vec3 sum;
void main(void) {
sum = test.a + test.b;
gl_Position = vec4(aVertexPosition,1.0);
}
</script>
<script type="application/javascript">
var canvas, gl, shaderProgram, triangleVertexPositionBuffer;
function start() {
canvas = document.getElementById("webgl-canvas");
initWebGL(canvas); // Initialize the GL context
if (gl) {
gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
gl.clearDepth(1.0); // Clear everything
gl.enable(gl.DEPTH_TEST); // Enable depth testing
gl.depthFunc(gl.LEQUAL); // Near things obscure far things
initShaders();
triangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
var vertices = [
0.0, 0.5, -0.5,
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
triangleVertexPositionBuffer.itemSize = 3;
triangleVertexPositionBuffer.numItems = 3;
setInterval(drawScene, 15);
}
}
function initWebGL() {
gl = null;
try {
gl = canvas.getContext("experimental-webgl");
}
catch(e) {
}
if (!gl)
alert("Unable to initialize WebGL");
}
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
gl.useProgram(shaderProgram);
vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
shaderProgram.test = {}
shaderProgram.test.a = gl.getUniformLocation(shaderProgram,"test.a");
shaderProgram.test.b = gl.getUniformLocation(shaderProgram,"test.b");
shaderProgram.test.c = gl.getUniformLocation(shaderProgram,"test.c");
shaderProgram.test.d = gl.getUniformLocation(shaderProgram,"test.d");
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var theSource = "";
var currentChild = shaderScript.firstChild;
while(currentChild) {
if (currentChild.nodeType == 3) {
theSource += currentChild.textContent;
}
currentChild = currentChild.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null; // Unknown shader type
}
gl.shaderSource(shader, theSource);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function drawScene() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.uniform3fv(shaderProgram.test.a, [1.0,0.0,0.0]);
gl.uniform3fv(shaderProgram.test.b, [0.0,1.0,0.0]);
gl.uniform3fv(shaderProgram.test.c, [0.0,0.0,1.0]);
gl.uniform3fv(shaderProgram.test.d, [1.0,1.0,1.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
}
</script>
<body onload="start()">
<canvas id="webgl-canvas" width="500" height="500"></canvas>
</body>
</html>
The triangle is yellow/white and blinking on Google Chrome, and blue on Mozilla firefox. The problem seems to be specific to windows platform (tested with windows 8.1 x64).
Edit: The issue has been reported to the chromium team, the fix should be developped soon.
I tested your minimal code with win7 Chrome and IE11 and win8 Chrome and IE11. And as you said, it is not working with win8 Chrome (but works with win7 Chrome).
I did a few modifications to find out what's wrong. In both vertex and fragment shader I see uniform test_t test has only property a = [1,0,0], but properties b, c, d seems to be [0,0,0], (or not being initialized so whatever values).
There are two tests:
https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/misc/shader-with-array-of-structs-uniform.html
https://www.khronos.org/registry/webgl/sdk/tests/conformance/glsl/misc/shader-with-array-of-structs-containing-arrays.html
but both are passing in my chrome. It might be because they don't cover every possible setup and theirs target is vec4 only.
Temporary solution you can do (and is working for me) is to use vec4 instead of vec3. Or wait till the Chrome team fixes it.

WebGL: enablevertexattribarray index out of range

Here my vertex and fragment shaders:
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D uSampler;
varying vec4 vColor;
varying vec2 vTextureCoord;
void main(void) {
gl_FragColor = vColor;
// gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec4 vColor;
varying vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vColor = aVertexColor;
// vTextureCoord = aTextureCoord;
}
</script>
And here's my shader initializer:
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
}
The error comes from this line:
gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
>> enablevertexattribarray index out of range
How do I deal with it ?
Thats simply because you do not use aTextureCoord in your vertex program, so the GLSL-Compiler optimizes it by removing it. You really should check the result of gl.GetAttribLocation() for errors, and enable only the attributes that are present in your program. Issuing a warning in case an attribute is missing would be sufficient, I know no way to distinguish shader-authoring-errors from optimizations by the compiler.