I am very new to shaders, and I got some GLSL code to compile properly (well without any compiler errors), and for some reason I keep getting a black screen. I am using LWJGL. I keep getting a black screen when I try to render a triangle, even though it should be white according to the color that I passed to the fragment shader. I've posted snippets of the code below, hopefully there's enough to figure out what the problem is.
Fragment Shader Source Code
void main()
{
gl_FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
{
Vertex Shader Source Code
void main()
{
gl_Position = ftransform();
}
Shader Reader Code
vertShaderString = shaderName + ".vert";
fragShaderString = shaderName + ".frag";
shader = GL20.glCreateProgram();
vertShader = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
try{
String temp;
BufferedReader reader = new BufferedReader(new FileReader(new File(vertShaderString)));
while ((temp = reader.readLine()) != null){
vertSource.append(temp).append("\n");
}
reader.close();
BufferedReader fragReader = new BufferedReader(new FileReader(new File(fragShaderString)));
String otherTemp;
while ((otherTemp = fragReader.readLine()) != null){
fragSource.append(otherTemp).append("\n");
}
fragReader.close();
}catch (Exception e){
e.printStackTrace();
}
Shader Setup Code
GL20.glShaderSource(vertShader, vertSource);
GL20.glCompileShader(vertShader);
if (GL20.glGetShaderi(vertShader, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE){
System.err.println("Failed to compile vertex shader");
}
GL20.glShaderSource(fragShader, fragSource);
GL20.glCompileShader(fragShader);
if (GL20.glGetShaderi(fragShader, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE){
System.err.println("Failed to compile fragment shader");
}
GL20.glAttachShader(shader, vertShader);
GL20.glAttachShader(shader, fragShader);
GL20.glLinkProgram(shader);
GL20.glValidateProgram(shader);
Enable and Disable Shader Code
public void begin(){
GL20.glUseProgram(shader);
}
public void end(){
GL20.glUseProgram(0);
}
Render Method
public void render(){
GL11.glClearColor(0, 0, 0, 1);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL11.glColor4f(1, 0, 0, 1);
shader.begin();
GL11.glBegin(GL11.GL_TRIANGLES);
GL11.glVertex2i(0, 0);
GL11.glVertex2i(500, 0);
GL11.glVertex2i(250, 250);
GL11.glEnd();
shader.end();
}
The problem has been solved, thanks to jozxyqk. I had forgotten to initialize the fragment shader variable.
By adding this line of code the problem was solved.