Samplers cannot be structure or block members
Modern OpenGL-
megobossLikes 0Problem Description
#version 330 core
struct Material
{
sampler2D diffuse;
sampler2D specular;
float shininess;
};struct Light
{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;out vec4 color;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;void main()
{
// Ambient
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
// Diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
// Specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
color = vec4(ambient + diffuse + specular, 1.0f);
}that is the code i’m using
and this is the output https://www.dropbox.com/s/176o13l43opo306/Screenshot%202017-05-22%2000.00.17.png?dl=0
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Sonar Systems adminLikes 0
Please check line 25 in the fragment shader to make sure it is correct.
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megobossLikes 0
line 25 :: uniform Material material;
i don’t see something wrong in it
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Sonar Systems adminLikes 0
Where did you get this code from?
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megobossLikes 0
from github
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Sonar Systems adminLikes 0
Which github page?
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