I do miss a lot.. not sure why.
fdsgdfdfgdf
Recent community posts
I get the same issue.
color
SHADER:
#version 140
uniform mat4 u_model;
uniform mat4 u_inverse_model;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform mat3 u_normal_matrix;
uniform mat4 u_shadow_matrix;
uniform mat4 u_mvp;
uniform vec4 u_color;
uniform float u_time;
uniform vec3 u_light_direction;
uniform vec3 u_camera;
uniform sampler2D u_shadow_map;
uniform sampler3D u_light_map;
uniform vec3 u_light_map_size;
uniform vec3 u_light_map_offset;
vec4 transform(vec3 position) {
return u_mvp*vec4(position, 1.0);
}
mat3 new_observer_frame(vec3 direction,vec3 up) {
vec3 zaxis=direction;
vec3 xaxis=normalize(cross(up,zaxis));
vec3 yaxis=normalize(cross(zaxis,xaxis));
return mat3(
zaxis,yaxis,xaxis
);
}
in vec3 center;
in vec3 direction;
in vec3 normal;
in float radius;
in vec3 local_point;
in vec4 color;
out vec2 v_uv;
out vec3 v_normal;
flat out vec4 v_color;
out vec3 v_position;
out vec3 v_shadow_coord;
out float v_light;
void vertex_shader() {
float scale=0.05;
mat3 rotation=new_observer_frame(direction,normal);
vec3 position=center+radius*(rotation*local_point.yzx);
v_color=color;
v_uv=vec2(0.0,0.0);
v_normal=normalize((vec4(1.0,0.0,0.0,0.0)*u_inverse_model).xyz);
v_position=(u_model*vec4(position,1.0)).xyz;
vec3 light_offset=u_light_map_offset*scale;
vec3 light_coords=((v_position-light_offset)/u_light_map_size.zyx)/scale;
v_light = texture3DLod(u_light_map,light_coords.zyx, 0.0).x;
gl_Position=transform(position);
v_shadow_coord = vec3(u_shadow_matrix * vec4(position,1.0));
}
void main() {
vertex_shader();
}
SHADER:
#version 140
flat in vec4 v_color;
out vec4 color;
void main() {
color = v_color;
}
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: ProgramCreationError(CompilationError("0(59) : error C7616: global function texture3DLod is removed after version 140\n"))', src\libcore\result.rs:906:4
note: Run with `RUST_BACKTRACE=1` for a backtrace.