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const float to highp 4-component vector of float #4

@KurtLa

Description

@KurtLa

I have tried your ts branch but cannot figure out how to fix this error.

I get it for example with gasGiantRing.js and starPlanet.js.

#edit:
Same goes for the main branch.


Program Info Log: 

FRAGMENT

ERROR: 0:152: 'texture' : no matching overloaded function found 
ERROR: 0:152: 'assign' :  cannot convert from 'const float' to 'highp 4-component vector of float'
ERROR: 0:154: 'texture' : no matching overloaded function found 
ERROR: 0:154: 'assign' :  cannot convert from 'const float' to 'highp 4-component vector of float'

  147:             
  148:             // finally add colors
  149:             float posterized = floor(fbm2*4.0)/2.0;
  150:             vec4 col;
  151:             if (fbm2 < 0.625) {
> 152:                 col = texture(colorscheme, vec2(posterized, uv.y));
  153:             } else {
  154:                 col = texture(dark_colorscheme, vec2(posterized-1.0, uv.y));
  155:             }
  156: 
  157:             gl_FragColor = vec4(col.rgb, a * col.a);
  158:         }
THREE.WebGLProgram: Shader Error 1282 - VALIDATE_STATUS false

Program Info Log: 

FRAGMENT

ERROR: 0:123: 'texture' : no matching overloaded function found 
ERROR: 0:123: 'assign' :  cannot convert from 'const float' to 'highp 4-component vector of float'
ERROR: 0:125: 'texture' : no matching overloaded function found 
ERROR: 0:125: 'assign' :  cannot convert from 'const float' to 'highp 4-component vector of float'

  118:             
  119:             // apply some colors based on final value
  120:             float posterized = floor((ring+pow(light_d, 2.0)*2.0)*4.0)/4.0;
  121:             vec4 col;
  122:             if (posterized <= 1.0) {
> 123:                 col = texture(colorscheme, vec2(posterized, uv.y));
  124:             } else {
  125:                 col = texture(dark_colorscheme, vec2(posterized-1.0, uv.y));
  126:             }
  127:             float ring_a = step(0.28, ring);
  128: 
  129:             gl_FragColor = vec4(col.rgb, ring_a * col.a);```

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