So I’m trying to define a struct to organize all variables related to my directional light and I’m getting a fragment shader compilation error:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: error(#132) Syntax error: "DirLight" parse error
ERROR: error(#273) 1 compilation errors. No code generated
I have other issues with structs as well like not being able to define uniforms in structs but I have worked around that. Anyone know what could cause my fragment shader to fail to compile?
#version 330
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
#define NR_POINT_LIGHTS 4
in vec2 texCoordOut;
in vec3 Normal;
in vec3 FragPos;
out vec4 outColor;
struct Material {
float shininess;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform sampler2D diffuse;
uniform sampler2D specular;
uniform sampler2D emission;
uniform vec3 viewPos;
uniform Material material;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
void main()
{
//properties
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
//Directional
vec3 result = CalcDirLight(dirLight, norm, viewDir);
//Point
for(int i = 0; i < NR_POINT_LIGHTS; i++)
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);
outColor = vec4(result, 1.0)
}
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
//diffuse
float diff = max(dot(normal, lightDir), 0.0);
//specular
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
//net
vec3 ambient = light.ambient * vec3(texture(diffuse, texCoordOut));
vec3 diffuse = light.diffuse * diff * vec3(texture(diffuse, texCoordOut));
vec3 specular = light.specular * spec * vec3(texture(specular, texCoordOut));
return (ambient + diffuse + specular);
}
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
//diffuse
float diff = max(dot(normal, lightDir), 0.0);
//specular
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
//attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
//net
vec3 ambient = light.ambient * vec3(texture(diffuse, texCoordOut));
vec3 diffuse = light.diffuse * diff * vec3(texture(diffuse, texCoordOut));
vec3 specular = light.specular * spec * vec3(texture(specular, texCoordOut));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}