本文介绍了GLSL:“对未声明的标识符'texture2D'的无效调用";的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我在Mac上使用Swift和OpenGL 3.2.我也在使用XCode 6.1 Beta,所以我认为这是最可能的解释,因为在我看来这似乎没有道理.
I'm on a Mac, using Swift, and using OpenGL 3.2. I'm also using XCode 6.1 Beta so I suppose that's the most likely explanation, because it doesn't seem to me like this makes sense.
我找不到任何证据不支持此功能,但是此片段着色器在编译期间导致错误Invalid call of undeclared identifier 'texture2D'
:
I can't find any evidence that this shouldn't be supported, but this fragment shader is resulting in the error Invalid call of undeclared identifier 'texture2D'
during compilation:
#version 150
uniform sampler2D usTexture;
in vec2 vTextureCoord;
out vec4 FragColor;
void main() {
vec4 color = texture2D(usTexture, vTextureCoord);
FragColor = color;
}
推荐答案
片段.在我发布问题之后,终于找到了答案. texture2D
已替换为texture
.
Cripes. Finally found the answer right after I posted the question. texture2D
has been replaced by texture
.
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