在使用下面代码时遇到该错误
m_textureLocation = GetUniformLocation("gShadowMap");
着色器的代码为
#version 330
in vec2 TexCoordOut;
uniform sampler2D gShadowMap;
out vec4 FragColor;
void main()
{
float Depth = texture(gShadowMap, TexCoordOut).x;
Depth = 1.0 - (1.0 - Depth) * 25.0;
FragColor = vec4(0.5,0.5,0.5,1.0);
}
原因分析:
FragColor没有用到Depth和gShadowMap,着色器在优化时将gShadowMap删除的缘故