Error compiling vertex shader when build on Emulator but it work Simulator
taqcuong1996 opened this issue · comments
instagram: {
frag: GLSL`
precision highp float;
varying vec2 uv;
uniform sampler2D children;
uniform float saturation;
uniform float brightness;
uniform float contrast;
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 BrightnessContrastSaturation(vec3 color, float brt, float con, float sat)
{
vec3 black = vec3(0., 0., 0.);
vec3 middle = vec3(0.5, 0.5, 0.5);
float luminance = dot(color, W);
vec3 gray = vec3(luminance, luminance, luminance);
vec3 brtColor = mix(black, color, brt);
vec3 conColor = mix(middle, brtColor, con);
vec3 satColor = mix(gray, conColor, sat);
return satColor;
}
void main() {
vec2 st = uv.st;
vec3 irgb = texture2D(children, st).rgb;
vec3 filter = texture2D(children, st).rgb;
vec3 bcs_result = BrightnessContrastSaturation(irgb, brightness, contrast, saturation);
gl_FragColor = vec4(bcs_result, 1.);
}
`
}
when i build with expo, on simulator it worked successfully, but run on emulator i got error.
Version of gl-react i am using is 3.15.0. Is it a bug ? Have any solution for it ? Please help me ! Thanks for reading !
rename your filter
variable to another name. seems reserved word in some GL implementation
I tried to renamed all variables in function BrightnessContrastSaturation()
but it still not working. Can you show me exactly where i need to rename ???
And I'm using gl-react-expo. I'm not sure this error can from this ?
I tried again with code in Cookbook and it worked successfully. So i will close this issue, thanks for your help @gre