171 lines
5.4 KiB
Markdown
171 lines
5.4 KiB
Markdown
# WebGL2 Pitfalls & Common Errors
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## Use Cases
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- Avoiding common GLSL compilation errors when generating standalone WebGL2 shader pages
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- Debugging shader compilation failures
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- Ensuring shader templates from ShaderToy work correctly in WebGL2
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## Critical WebGL2 Rules
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### 1. Fragment Coordinate — Use `gl_FragCoord.xy`
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**ERROR**: `'fragCoord' : undeclared identifier`
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In WebGL2 fragment shaders, `fragCoord` is not a built-in variable. Use `gl_FragCoord.xy` instead.
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```glsl
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// WRONG
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void main() {
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vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
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}
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// CORRECT
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void main() {
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vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
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}
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```
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### 2. Shadertoy mainImage — Must Wrap in `main()`
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**ERROR**: `'' : Missing main()`
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If your fragment shader uses `void mainImage(out vec4, in vec2)`, you must provide a `main()` wrapper.
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```glsl
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// WRONG — only defines mainImage but no main()
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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// shader code...
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fragColor = vec4(col, 1.0);
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}
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// CORRECT
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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// shader code...
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fragColor = vec4(col, 1.0);
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}
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void main() {
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mainImage(fragColor, gl_FragCoord.xy);
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}
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```
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### 3. Function Declaration Order — Declare Before Use
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**ERROR**: `'functionName' : no matching overloaded function found`
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GLSL requires functions to be declared before they are used. Forward declarations or reordering is needed.
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```glsl
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// WRONG — getAtmosphere() calls getSunDirection() which is defined after
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vec3 getAtmosphere(vec3 dir) {
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return extra_cheap_atmosphere(dir, getSunDirection()) * 0.5; // Error!
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}
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vec3 getSunDirection() {
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return normalize(vec3(-0.5, 0.8, -0.6));
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}
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// CORRECT — reorder functions
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vec3 getSunDirection() { // Define first
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return normalize(vec3(-0.5, 0.8, -0.6));
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}
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vec3 getAtmosphere(vec3 dir) { // Now can call getSunDirection()
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return extra_cheap_atmosphere(dir, getSunDirection()) * 0.5;
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}
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```
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### 4. Macro Limitations — `#define` Cannot Use Functions
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**ERROR**: Various compilation errors with `#define` macros
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Macros are text substitution and cannot call functions or use parentheses in the same way as C++.
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```glsl
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// WRONG
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#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))
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#define WORLD_TIME (iTime * speed())
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// CORRECT — use const
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const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value
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const float WORLD_TIME = 1.0;
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```
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### 5. Vector Component Access — Terrain Functions
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**ERROR**: `'terrainM' : no matching overloaded function found`
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When passing positions to terrain functions that expect `vec2`, extract the XZ components properly.
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```glsl
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// WRONG — terrainM expects vec2, but passing vec3
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float calcAO(vec3 pos, vec3 nor) {
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float d = terrainM(pos + h * nor); // Error: pos + h*nor is vec3
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...
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}
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// CORRECT — extract xz components
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float calcAO(vec3 pos, vec3 nor) {
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float d = terrainM(pos.xz + h * nor.xz);
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...
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}
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```
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### 6. Loop Index — Use Runtime Constants
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**ERROR**: Loop index must be a runtime expression
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GLSL ES requires loop indices to be determinable at runtime, not compile-time constants in some contexts.
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```glsl
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// WRONG — AA is a #define constant
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for (int i = 0; i < AA; i++) { ... }
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// CORRECT — use a runtime-safe approach
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for (int i = 0; i < 4; i++) { ... } // Or pass as uniform
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```
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### 7. Uniform Usage — Avoid Unused Uniforms
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**ERROR**: Uniform optimized away causes `gl.getUniformLocation()` to return `null`
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If a uniform is declared but not used, the compiler may optimize it out.
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```glsl
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// WRONG — iTime declared but used in a conditional that might be false
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uniform float iTime;
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if (false) { x = iTime; } // iTime optimized away
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// CORRECT — always use the uniform in a way the compiler can't optimize out
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uniform float iTime;
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float t = iTime * 0.0; // Always use iTime somehow
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if (someCondition) { x = t; }
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```
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## Complete WebGL2 Adaptation Checklist
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When generating standalone HTML pages:
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1. **Shader Version**: `#version 300 es` must be the very first line
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2. **Fragment Output**: Declare `out vec4 fragColor;`
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3. **Entry Point**: Wrap `mainImage()` in `void main()` that calls `mainImage(fragColor, gl_FragCoord.xy)`
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4. **Fragment Coord**: Use `gl_FragCoord.xy` not `fragCoord`
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5. **Preprocessor**: Don't use functions in `#define` macros
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6. **Function Order**: Declare functions before they are used, or use forward declarations
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7. **Texture**: Use `texture()` not `texture2D()`
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8. **Attributes**: `attribute` → `in`, `varying` → `in`/`out`
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## Common Error Messages Reference
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| Error Message | Likely Cause | Solution |
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| `'fragCoord' : undeclared identifier` | Using `fragCoord` instead of `gl_FragCoord.xy` | Replace with `gl_FragCoord.xy` |
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| `'' : Missing main()` | No `main()` function defined | Add wrapper `void main() { mainImage(...); }` |
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| `'function' : no matching overloaded function` | Wrong argument types or function order | Check parameter types, reorder functions |
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| `return' : function return is not matching` | Return type mismatch | Verify return expression matches declared return type |
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| `#version` must be first | Leading whitespace in shader source | Use `.trim()` when extracting from script tags |
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| Uniform `null` from `getUniformLocation` | Uniform optimized away | Ensure uniform is actually used in shader code |
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## Further Reading
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See [reference/webgl-pitfalls.md](../reference/webgl-pitfalls.md) for additional debugging techniques.
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