ERROR: In C:\bbd\2d618e80\build\superbuild\paraview\src\VTK\Rendering\OpenGL2\vtkShaderProgram.cxx, line 423 vtkShaderProgram (00000238B4095460): 1: #version 150 2: #ifdef GL_ES 3: #if __VERSION__ == 300 4: #define varying in 5: #ifdef GL_FRAGMENT_PRECISION_HIGH 6: precision highp float; 7: precision highp sampler2D; 8: precision highp sampler3D; 9: #else 10: precision mediump float; 11: precision mediump sampler2D; 12: precision mediump sampler3D; 13: #endif 14: #define texelFetchBuffer texelFetch 15: #define texture1D texture 16: #define texture2D texture 17: #define texture3D texture 18: #endif // 300 19: #if __VERSION__ == 100 20: #extension GL_OES_standard_derivatives : enable 21: #ifdef GL_FRAGMENT_PRECISION_HIGH 22: precision highp float; 23: #else 24: precision mediump float; 25: #endif 26: #endif // 100 27: #else // GL_ES 28: #define highp 29: #define mediump 30: #define lowp 31: #if __VERSION__ == 150 32: #define varying in 33: #define texelFetchBuffer texelFetch 34: #define texture1D texture 35: #define texture2D texture 36: #define texture3D texture 37: #endif 38: #if __VERSION__ == 120 39: #extension GL_EXT_gpu_shader4 : require 40: #endif 41: #endif // GL_ES 42: 43: 44: /*========================================================================= 45: 46: Program: Visualization Toolkit 47: Module: vtkPolyDataFS.glsl 48: 49: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen 50: All rights reserved. 51: See Copyright.txt or http://www.kitware.com/Copyright.htm for details. 52: 53: This software is distributed WITHOUT ANY WARRANTY; without even 54: the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR 55: PURPOSE. See the above copyright notice for more information. 56: 57: =========================================================================*/ 58: // Template for the polydata mappers fragment shader 59: 60: uniform int PrimitiveIDOffset; 61: 62: // VC position of this fragment 63: //VTK::PositionVC::Dec 64: 65: // optional color passed in from the vertex shader, vertexColor 66: uniform bool OverridesColor; 67: uniform float opacityUniform; // the fragment opacity 68: uniform vec3 ambientColorUniform; // intensity weighted color 69: uniform vec3 diffuseColorUniform; // intensity weighted color 70: uniform samplerBuffer textureC; 71: 72: 73: // optional surface normal declaration 74: //VTK::Normal::Dec 75: 76: // extra lighting parameters 77: //VTK::Light::Dec 78: 79: // Texture coordinates 80: uniform int uMaskOnSurface; 81: uniform mat3 normalMatrix; 82: varying vec3 tcoordVCVSOutput; 83: 84: // picking support 85: //VTK::Picking::Dec 86: 87: // Depth Peeling Support 88: //VTK::DepthPeeling::Dec 89: 90: // clipping plane vars 91: //VTK::Clip::Dec 92: 93: // the output of this shader 94: out vec4 fragOutput0; 95: out vec4 fragOutput1; 96: out vec4 fragOutput2; 97: 98: 99: // Apple Bug 100: //VTK::PrimID::Dec 101: 102: // handle coincident offsets 103: //VTK::Coincident::Dec 104: 105: // Value raster 106: //VTK::ValuePass::Dec 107: 108: void main() 109: { 110: // VC position of this fragment. This should not branch/return/discard. 111: //VTK::PositionVC::Impl 112: 113: // Place any calls that require uniform flow (e.g. dFdx) here. 114: //VTK::UniformFlow::Impl 115: 116: // Set gl_FragDepth here (gl_FragCoord.z by default) 117: //VTK::Depth::Impl 118: 119: // Early depth peeling abort: 120: //VTK::DepthPeeling::PreColor 121: 122: // Apple Bug 123: //VTK::PrimID::Impl 124: 125: //VTK::Clip::Impl 126: 127: //VTK::ValuePass::Impl 128: 129: vec3 ambientColor; 130: vec3 diffuseColor; 131: float opacity; 132: ambientColor = ambientColorUniform; 133: diffuseColor = diffuseColorUniform; 134: opacity = opacityUniform; 135: vec4 texColor = texelFetchBuffer(textureC, gl_PrimitiveID + PrimitiveIDOffset); 136: diffuseColor = texColor.rgb; 137: opacity = opacity*texColor.a; 138: if (OverridesColor) { 139: ambientColor = ambientColorUniform; 140: diffuseColor = diffuseColorUniform; } 141: 142: 143: // Generate the normal if we are not passed in one 144: //VTK::Normal::Impl 145: 146: fragOutput0 = vec4(ambientColor + diffuseColor, opacity); 147: //VTK::Light::Impl 148: 149: 150: vec3 tcoordLIC = normalMatrix * tcoordVCVSOutput; 151: vec3 normN = normalize(normalVCVSOutput); 152: float k = dot(tcoordLIC, normN); 153: tcoordLIC = (tcoordLIC - k*normN); 154: fragOutput1 = vec4(tcoordLIC.x, tcoordLIC.y, 0.0 , gl_FragCoord.z); 155: if (uMaskOnSurface == 0) 156: { 157: fragOutput2 = vec4(tcoordVCVSOutput, gl_FragCoord.z); 158: } 159: else 160: { 161: fragOutput2 = vec4(tcoordLIC.x, tcoordLIC.y, 0.0 , gl_FragCoord.z); 162: } 163: 164: 165: if (fragOutput0.a <= 0.0) 166: { 167: discard; 168: } 169: 170: //VTK::DepthPeeling::Impl 171: 172: //VTK::Picking::Impl 173: 174: // handle coincident offsets 175: //VTK::Coincident::Impl 176: } 177: ERROR: In C:\bbd\2d618e80\build\superbuild\paraview\src\VTK\Rendering\OpenGL2\vtkShaderProgram.cxx, line 424 vtkShaderProgram (00000238B4095460): ERROR: 0:151: 'normalVCVSOutput' : undeclared identifier ERROR: 0:151: '=' : cannot convert from 'highp float' to '3-component vector of highp float'