各位大佬,萌新求教,自己写的shader一直报WebGL: INVALID_VALUE: uniform2fv: invalid srcOffset,谢谢各位大哥了

  • Creator 版本:

  • 目标平台: Google Chrome

  • 详细报错信息,包含调用堆栈:

  • 重现方式:看各位大佬各种shader,自己也想试试,结果一直报这个错,effect代码如下:
    CCEffect %{
    techniques:

    • passes:
      • vert: vs
        frag: fs
        blendState:
        targets:
        • blend: true
          rasterizerState:
          cullMode: none
          properties:
          u_resolution: {}
          u_mouse: {}
          u_time: {}
          }%

CCProgram vs %{
precision highp float;

#include
#include

in vec3 a_position;
in vec4 a_color;
out vec4 v_color;

#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif

void main () {
vec4 pos = vec4(a_position, 1);

#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif

#if USE_TEXTURE
v_uv0 = a_uv0;
#endif

v_color = a_color;

gl_Position = pos;

}
}%

CCProgram fs %{
#ifdef GL_ES
precision mediump float;
#endif

#define PI 3.14159265359

in vec2 v_uv0;

uniform Test {
vec2 u_resolution;
vec2 u_mouse;
float u_time;
};

vec3 colorA = vec3(0.149,0.141,0.912);
vec3 colorB = vec3(1.000,0.833,0.224);

float plot (vec2 st, float pct){
return smoothstep( pct-0.01, pct, st.y) -
smoothstep( pct, pct+0.01, st.y);
}

void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.0);

  vec3 pct = vec3(st.x);

  // pct.r = smoothstep(0.0,1.0, st.x);
  // pct.g = sin(st.x*PI);
  // pct.b = pow(st.x,0.5);

  color = mix(colorA, colorB, pct);

  // Plot transition lines for each channel
  color = mix(color,vec3(1.0,0.0,0.0),plot(st,pct.r));
  color = mix(color,vec3(0.0,1.0,0.0),plot(st,pct.g));
  color = mix(color,vec3(0.0,0.0,1.0),plot(st,pct.b));

  gl_FragColor = vec4(color,1.0);

}
}%

  • 出现概率:100%

好像是上边这句话造成的,换成下边的就没问题了,但是就达不到想要的效果了。看shader教程上边是这么写的,这里边是不是不能这么写啊。有知道的大佬么,请指教,谢谢