nci / drishti

Drishti
MIT License
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Fragment shader error #34

Open nsutemire opened 4 years ago

nsutemire commented 4 years ago

Hi,

I can't load my 3D volume on my laptop without getting the shader failed error below:

`-------------Error----------------

Fragment shader failed to compile with the following errors: ERROR: 0:85: error(#132) Syntax error: ")" parse error ERROR: error(#273) 1 compilation errors. No code generated

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcollgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrowlncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = yfloat(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col = gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row = gridy; 60 : col = gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row = gridy; 66 : col = gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb = clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0(float)alod+1, 3.0); 86 : } 87 : `

I have been able to open the same volume on another PC. I'm running drishti 2.6.5 on a windows 10 laptop with integrated amd radeon r6 graphics card. I've updated the driver but I still get the same error.

Thanks, Nathan

AjayLimaye commented 4 years ago

Hi Nathan, Make sure that the program is running on the discrete graphics card rather than the integrated one. Cheers, Ajay

On Sun, 14 Jul. 2019, 8:48 am nsutemire, notifications@github.com wrote:

Hi,

I can't load my 3D volume on my laptop without getting the shader failed error below:

`-------------Error----------------

Fragment shader failed to compile with the following errors: ERROR: 0:85: error(#132) Syntax error: ")" parse error ERROR: error(#273) 1 compilation errors. No code generated

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcol lgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrow

lncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = y float(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col

= gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row *= gridy; 60 : col

= gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row *= gridy; 66 : col

= gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb

= clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0(float)alod+1, 3.0); 86 : } 87 : `

I have been able to open the same volume on another PC. I'm running drishti 2.6.5 on a windows 10 laptop with integrated amd radeon r6 graphics card. I've updated the driver but I still get the same error.

Thanks, Nathan

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Wencke1 commented 4 years ago

Hi erveryone. I do have the same problem with the same error code. I updated the driver but still the same problem. I am running drishti 2.6.5 on a windows 10 PC with a Radeon Pro WX7100 graphics card. Cheers Wencke

Wencke1 commented 4 years ago

Hi everyone, I found a solution which workes for me. I use drishdi 2.6.4 now, and this works with my setting without a problem. Cheers Wencke

AjayLimaye commented 4 years ago

Hi Wencke, How did you solve the problem? Cheers, Ajay

On Tue, 8 Oct. 2019, 2:16 am Wencke1, notifications@github.com wrote:

Hi everyone, I found a solution which workes for me. I use drishdi 2.6.4 now, and this works with my setting without a problem. Cheers Wencke

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Wencke1 commented 4 years ago

Hi Ajay, sorry to dissappoint you, I just tryed an older version of Drishti (2.6.4 instaed of 2.6.5) and now it runs fiine.Cheers, Wencke

pavel-perina commented 4 years ago

Hi. Very similar error, I may try to update driver. This one came as with Windows 10 1903.

Radeon RX 570 Series AMD Radeon Graphics Processor (0x67DF) driver version: 22.19.162.4 driver date: 2017-04-24

OpenGL info: ATI Technologies Inc. Radeon RX 570 Series 3.2.13474 Core Profile Forward-Compatible Context 22.19.162.4 -------------Error----------------

Fragment shader failed to compile with the following errors: ERROR: 0:69: error(#132) Syntax error: ")" parse error ERROR: error(#273) 1 compilation errors. No code generated

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcollgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrowlncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = yfloat(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col = gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : int h0 = int(65535.0vg.x); 48 : int h1 = h0 / 256; 49 : h0 = int(mod(float(h0),256.0)); 50 : float fh0 = float(h0)/256.0; 51 : float fh1 = float(h1)/256.0; 52 : vg.xy = vec2(fh0, fh1); 53 : float val = vg.x; 54 : float grad = vg.y0.125; 55 : vg.y = tfSet + grad; 56 : if (opshader) 57 : { 58 : float alpha = texture2D(lutTex, vg.xy).a; 59 : fcolor += vec4(val, grad, alpha, 1.0); 60 : } 61 : else 62 : { 63 : vec4 clr = texture2D(lutTex, vg.xy); 64 : clr.rgb = clr.a; 65 : clr.a = step(0.01, clr.a); 66 : fcolor += clr; 67 : } 68 : } 69 : gl_FragColor = fcolor/pow(2.0*(float)alod+1, 3.0); 70 : } 71 :

pavel-perina commented 4 years ago

Actually, I guess bug is in (float)alod which should be float(alod) ... and i forgot if shaders allow implicit conversions, maybe there should be 1.0 instead of 1

pavel-perina commented 4 years ago

I patched executable to fix the previous error and got another one. Obviously it was never tested on AMD GPUs.

-------------Error----------------

Fragment shader failed to compile with the following errors: ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int" ERROR: error(#273) 1 compilation errors. No code generated

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2DRect lightTex; 3 : uniform int gridx; 4 : uniform int gridy; 5 : uniform int gridz; 6 : uniform int ncols; 7 : uniform float llod; 8 : uniform int lgridx; 9 : uniform int lgridy; 10 : uniform int lncols; 11 : void main(void) 12 : { 13 : vec2 tc = gl_TexCoord[0].xy; 14 : int col = int(tc.x)/gridx; 15 : int row = int(tc.y)/gridy; 16 : float x = tc.x - float(colgridx); 17 : float y = tc.y - float(rowgridy); 18 : float z = float(rowncols + col); 19 : float xO = xfloat(llod); 20 : float yO = yfloat(llod); 21 : float zO = zfloat(llod); 22 : int alod = llod-1; 23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 24 : for(int xa=-alod; xa<=alod; xa++) 25 : for(int ya=-alod; ya<=alod; ya++) 26 : for(int za=-alod; za<=alod; za++) 27 : { 28 : float x = xO + xa; 29 : float y = yO + ya; 30 : float z = zO + za; 31 : int lrow = int(z)/lncols; 32 : int lcol = int(z) - lrowlncols; 33 : lrow = lgridy; 34 : lcol = lgridx; 35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y); 36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0); 37 : } 38 : gl_FragColor = fcolor/pow(2.0float(alod)+1, 3.0); 39 : } 40 :

AjayLimaye commented 4 years ago

Hi Tim, Try drishti.exe from Drishti_PerpetualBeta https://cloudstor.aarnet.edu.au/plus/s/ykqMmmikfXxHxKC

Cheers, Ajay

On Thu, Oct 10, 2019 at 6:31 PM Pavel Peřina notifications@github.com wrote:

I patched executable to fix the previous error and got another one. Obviously it was never tested on AMD GPUs.

-------------Error----------------

Fragment shader failed to compile with the following errors: ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int" ERROR: error(#273) 1 compilation errors. No code generated

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2DRect lightTex; 3 : uniform int gridx; 4 : uniform int gridy; 5 : uniform int gridz; 6 : uniform int ncols; 7 : uniform float llod; 8 : uniform int lgridx; 9 : uniform int lgridy; 10 : uniform int lncols; 11 : void main(void) 12 : { 13 : vec2 tc = gl_TexCoord[0].xy; 14 : int col = int(tc.x)/gridx; 15 : int row = int(tc.y)/gridy; 16 : float x = tc.x - float(col gridx); 17 : float y = tc.y - float(rowgridy); 18 : float z = float(row ncols + col); 19 : float xO = xfloat(llod); 20 : float yO = y float(llod); 21 : float zO = zfloat(llod); 22 : int alod = llod-1; 23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 24 : for(int xa=-alod; xa<=alod; xa++) 25 : for(int ya=-alod; ya<=alod; ya++) 26 : for(int za=-alod; za<=alod; za++) 27 : { 28 : float x = xO + xa; 29 : float y = yO + ya; 30 : float z = zO + za; 31 : int lrow = int(z)/lncols; 32 : int lcol = int(z) - lrowlncols; 33 : lrow = lgridy; 34 : lcol

= lgridx; 35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y); 36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0); 37 : } 38 : gl_FragColor = fcolor/pow(2.0float(alod)+1, 3.0); 39 : } 40 :

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pavel-perina commented 4 years ago

Hi Ajay. That executable file in cloud root directory that is few hours old works (at least basic features of default and hi-res renderers). Thank you. Pavel

On Mon, Oct 14, 2019 at 3:02 AM AjayLimaye notifications@github.com wrote:

Hi Tim, Try drishti.exe from Drishti_PerpetualBeta https://cloudstor.aarnet.edu.au/plus/s/ykqMmmikfXxHxKC

Cheers, Ajay

On Thu, Oct 10, 2019 at 6:31 PM Pavel Peřina notifications@github.com wrote:

I patched executable to fix the previous error and got another one. Obviously it was never tested on AMD GPUs.

-------------Error----------------

Fragment shader failed to compile with the following errors: ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int" ERROR: error(#273) 1 compilation errors. No code generated

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2DRect lightTex; 3 : uniform int gridx; 4 : uniform int gridy; 5 : uniform int gridz; 6 : uniform int ncols; 7 : uniform float llod; 8 : uniform int lgridx; 9 : uniform int lgridy; 10 : uniform int lncols; 11 : void main(void) 12 : { 13 : vec2 tc = gl_TexCoord[0].xy; 14 : int col = int(tc.x)/gridx; 15 : int row = int(tc.y)/gridy; 16 : float x = tc.x - float(col gridx); 17 : float y = tc.y - float(rowgridy); 18 : float z = float(row ncols + col); 19 : float xO = xfloat(llod); 20 : float yO = y float(llod); 21 : float zO = zfloat(llod); 22 : int alod = llod-1; 23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 24 : for(int xa=-alod; xa<=alod; xa++) 25 : for(int ya=-alod; ya<=alod; ya++) 26 : for(int za=-alod; za<=alod; za++) 27 : { 28 : float x = xO + xa; 29 : float y = yO + ya; 30 : float z = zO + za; 31 : int lrow = int(z)/lncols; 32 : int lcol = int(z) - lrowlncols; 33 : lrow = lgridy; 34 : lcol

*= lgridx; 35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y); 36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0); 37 : } 38 : gl_FragColor

fcolor/pow(2.0*float(alod)+1, 3.0); 39 : } 40 :

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AjayLimaye commented 4 years ago

Problem is we don't have any machines with AMD card (which apply stricter rules) to test. Hence these errors keep popping up. Cheers, Ajay

On Tue, Oct 15, 2019 at 1:08 AM Pavel Peřina notifications@github.com wrote:

Hi Ajay. That executable file in cloud root directory that is few hours old works (at least basic features of default and hi-res renderers). Thank you. Pavel

On Mon, Oct 14, 2019 at 3:02 AM AjayLimaye notifications@github.com wrote:

Hi Tim, Try drishti.exe from Drishti_PerpetualBeta https://cloudstor.aarnet.edu.au/plus/s/ykqMmmikfXxHxKC

Cheers, Ajay

On Thu, Oct 10, 2019 at 6:31 PM Pavel Peřina notifications@github.com wrote:

I patched executable to fix the previous error and got another one. Obviously it was never tested on AMD GPUs.

-------------Error----------------

Fragment shader failed to compile with the following errors: ERROR: 0:22: error(#160) Cannot convert from: "float" to: "highp int" ERROR: error(#273) 1 compilation errors. No code generated

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2DRect lightTex; 3 : uniform int gridx; 4 : uniform int gridy; 5 : uniform int gridz; 6 : uniform int ncols; 7 : uniform float llod; 8 : uniform int lgridx; 9 : uniform int lgridy; 10 : uniform int lncols; 11 : void main(void) 12 : { 13 : vec2 tc = gl_TexCoord[0].xy; 14 : int col = int(tc.x)/gridx; 15 : int row = int(tc.y)/gridy; 16 : float x = tc.x - float(col gridx); 17 : float y = tc.y - float(rowgridy); 18 : float z = float(row ncols + col); 19 : float xO = xfloat(llod); 20 : float yO = y float(llod); 21 : float zO = zfloat(llod); 22 : int alod = llod-1; 23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 24 : for(int xa=-alod; xa<=alod; xa++) 25 : for(int ya=-alod; ya<=alod; ya++) 26 : for(int za=-alod; za<=alod; za++) 27 : { 28 : float x = xO + xa; 29 : float y = yO + ya; 30 : float z = zO + za; 31 : int lrow = int(z)/lncols; 32 : int lcol = int(z) - lrowlncols; 33 : lrow = lgridy; 34 : lcol

*= lgridx; 35 : vec2 ltc = vec2(float(lcol)+x, float(lrow)+y); 36 : fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0); 37 : } 38 : gl_FragColor

fcolor/pow(2.0*float(alod)+1, 3.0); 39 : } 40 :

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