When I try to compile the simplified vertex shader below on Galaxy S (PowerVR SGX540, Android), it does not compile and no error is given. Just "Compile failed." is in the log.
#ifdef GL_ES
precision mediump float;
precision lowp int;
#endif
uniform mat4 u_m; //model
uniform mat4 u_mvp; //model view projection
uniform vec3 u_lightPos[1];
uniform int u_lightCount;
attribute vec3 a_position;
varying vec3 v_lightDir[1];
void pointLight(int i, vec3 vertPos){
v_lightDir[i] = u_lightPos[i] - vertPos;
}
void main( void )
{
vec3 vertPos = (u_m * vec4(a_position, 1.0)).xyz;
if(u_lightCount > 0){
pointLight(0, vertPos);
}
gl_Position = u_mvp * vec4(a_position, 1.0);
}
However, when I move the function block into the main function, it compiles just fine:
#ifdef GL_ES
precision mediump float;
precision lowp int;
#endif
uniform mat4 u_m; //model
uniform mat4 u_mvp; //model view projection
uniform vec3 u_lightPos[1];
uniform int u_lightCount;
attribute vec3 a_position;
varying vec3 v_lightDir[1];
void main( void )
{
vec3 vertPos = (u_m * vec4(a_position, 1.0)).xyz;
if(u_lightCount > 0){
v_lightDir[0] = u_lightPos[0] - vertPos;
}
gl_Position = u_mvp * vec4(a_position, 1.0);
}
On desktop, both compiles. I can't figure out, why it behaves that way. Could anyone explain it or is it a bug inside the system?
It seems that your OpenGL ES implementation does not support array indexing by variable (v_lightDir[i] = ...
)