写入多于1个输出的片段着色错误

Fragment Shader Error of writing to more than 1 ouput

本文关键字:片段 错误 输出 1个      更新时间:2023-10-16

下面是我的片段着色器代码,用于在地板和球体上生成纹理,并在其上方生成雾效果。

当我尝试编译它时,我得到一个错误,说"片段着色器写入超过1种类型的输出gl_FragData, gl_FragColor或用户绑定的碎片数据。"

out vec4 color;
out vec2 texCoord;
uniform int fogType;
uniform int enableFloorTexture;
uniform int sphereTexture;
uniform int objectType;
uniform sampler2D texture;
uniform sampler1D stexture;
void main() 
{ 
vec4 finColor = color;   
if (objectType == 1) 
{
    if(enableFloorTexture == 1) 
    {
        finColor = color * texture2D( texture, texCoord );
    }
} 
else if (objectType == 2) 
{
    if(sphereTexture != 0) 
    {
        finColor = color * texture1D( stexture, texCoord.x );
    }
}
float fogFactor = 0.0;
float fogDepth = (18.0 - 0.0);
float fogDensity = 0.09;
vec4 fogColor = vec4(0.7, 0.7, 0.7, 0.5);
float z = gl_FragCoord.z / gl_FragCoord.w;
if(fogType == 1) 
{
    fogFactor = (18.0 - z) / fogDepth;
} 
else if (fogType == 2) 
{
    fogFactor = exp( -fogDensity * z  );
}
else if (fogType == 3) 
{
    fogFactor = exp( -fogDensity * fogDensity * z * z );
}
fogFactor = clamp(fogFactor, 0.0, 1.0);
if(fogType == 0) 
{
    gl_FragColor = finColor; 
} 
else 
{
    gl_FragColor = mix(fogColor, finColor, fogFactor);
}    
} 

让我在你的程序中感到困惑的是,你正在使用color作为输出,但你在你的程序中使用它。这只是笔误吗?

如果你想使用#version 400输出格式,输出应该像这样:

layout(location = 0) out vec4 color;

您声明了一些输出:

out vec4 color;
out vec2 texCoord;