'assign' : cannot convert from 'highp float' to '4-component vector of highp float'

ERROR::SHADER_COMPILATION_ERROR of type: GEOMETRY
ERROR: 0:26: 'assign' :  cannot convert from 'highp float' to '4-component vector of highp float'
ERROR: 0:29: 'assign' :  cannot convert from 'highp float' to '4-component vector of highp float'


 -- --------------------------------------------------- --
ERROR::PROGRAM_LINKING_ERROR of type: PROGRAM
Attached geometry shader is not compiled.

PolyBoard.vs:::

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

uniform float near; 
uniform float far; 
uniform vec3 camPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;



void main()
{
	gl_Position = projection*view*model*vec4(aPos, 1.0);
	ourColor = aColor;
}

PolyBoard.gs

#version 330 core

layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 12) out;

out vec4 aColor;

uniform float near; 
uniform float far; 
uniform vec3 camPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {   

float r = 1;

vec4 P1 = gl_in[0].gl_Position;

vec4 T1 = P1;
T1.y = T1.y+r;

vec4 T2 = P1;
T2 = T2.x-r;

vec4 T3 = P1;
T3 = T3.x+r;

aColor = vec4(0.0, 1.0, 0.9686, 1.0);
gl_Position = T1;
EmitVertex(); 
gl_Position = T2;
EmitVertex(); 
gl_Position = T3;
EmitVertex(); 
EndPrimitive();

}

Why do I get " ‘assign’ : cannot convert from ‘highp float’ to '4-component vector of highp float’ coming out of my geometry shader?

On the lines indicated by the compiler error you are assigning a float to a vec4.

#version 330 core

layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 12) out;

out vec4 aColor;

uniform float near; 
uniform float far; 
uniform vec3 camPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {   

float r = 1;

vec4 P1 = gl_in[0].gl_Position;

vec4 T1 = P1;
T1.y = T1.y+r;

vec4 T2 = P1;
T2.x = T2.x-r;

vec4 T3 = P1;
T3.x = T3.x+r;

aColor = vec4(0.0, 1.0, 0.9686, 1.0);
gl_Position = T1;
EmitVertex(); 
gl_Position = T2;
EmitVertex(); 
gl_Position = T3;
EmitVertex(); 
EndPrimitive();

}

OK. I think I have the hang of it this is what I had meant…