GLSL双三次着色器编译报错:int型vec2无法转float型vec2
GLSL双三次着色器编译错误解决方法
编译片段着色器时出现以下错误:
ERROR: 0:44: '=' : cannot convert from 'highp 2-component vector of int' to 'highp 2-component vector of float'
问题出在代码的这一行:
vec2 texSize = textureSize(sampler, vec2(0.0, 0.0)).rg;
错误原因
GLSL中textureSize函数返回的是整数类型二维向量(ivec2),代码直接将其赋值给浮点类型的vec2变量,类型不匹配导致编译失败。另外,textureSize的第二个参数是纹理LOD级别,规范要求传入整数而非浮点向量,原代码的参数使用也不符合要求。
修复方案
将textureSize的返回值显式转换为浮点向量,同时修正LOD参数为整数:
修改后的关键代码行:
vec2 texSize = vec2(textureSize(sampler, 0));
修复后的完整代码
// from http://www.java-gaming.org/index.php?topic=35123.0 vec4 cubic(float v){ vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; vec4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return vec4(x, y, z, w) * (1.0/6.0); } vec4 textureBicubic(sampler2D sampler, vec2 texCoords){ // 已修复类型转换问题 vec2 texSize = vec2(textureSize(sampler, 0)); vec2 invTexSize = 1.0 / texSize; texCoords = texCoords * texSize - 0.5; vec2 fxy = fract(texCoords); texCoords -= fxy; vec4 xcubic = cubic(fxy.x); vec4 ycubic = cubic(fxy.y); vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy; vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; offset *= invTexSize.xxyy; vec4 sample0 = texture(sampler, offset.xz); vec4 sample1 = texture(sampler, offset.yz); vec4 sample2 = texture(sampler, offset.xw); vec4 sample3 = texture(sampler, offset.yw); float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); return mix( mix(sample3, sample2, sx), mix(sample1, sample0, sx) , sy); }
内容的提问来源于stack exchange,提问作者tinoliam
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