I have the following fragment and vertex shader.
Vertex:
#version 450
layout(location = 0) in vec2 Position;
layout(location = 1) in vec4 Color;
layout(location = 0) out vec2 fPosition;
void main()
{
gl_Position = vec4(Position, 0, 1);
fPosition = Position;
}
Fragment:
#version 450
layout(location = 0) in vec2 fPosition;
layout(location = 0) out vec4 fColor;
void main() {
vec4 colors[4] = vec4[](
vec4(1.0, 0.0, 0.0, 1.0),
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(0.0, 0.0, 0.0, 1.0)
);
fColor = vec4(1.0);
for(int row = 0; row < 2; row++) {
for(int col = 0; col < 2; col++) {
float dist = distance(fPosition, vec2(-0.50 + col, 0.50 - row));
float delta = fwidth(dist);
float alpha = smoothstep(0.45-delta, 0.45, dist);
fColor = mix(colors[row*2+col], fColor, alpha);
}
}
}
But when compiling this I am getting the following error:
cannot convert from ' gl_Position 4-component vector of float Position' to 'layout( location=0) smooth out highp 2-component vector of float'
And i have no clue how to fix it. (this is my first time doing shader programming).
If additional information is needed please let me know.