3.0水波纹shader报错,求解

Buffer binding ‘CCLocal’ at set 2 binding 0 is not bounded

shader一直报这个错误

CCEffect %{

techniques:

  • name: opaque

    passes:

    • vert: unlit-vs:vert

      frag: unlit-fs:frag

      properties: &props

      color: { value: [1, 1, 1, 1], inspector: { type: color } }

      tilingOffset: { value: [1, 1, 0, 0] }

      mainTexture: { value: grey }

      center: { value: [0.5, 0.5], inspector: { displayName: “水波中心” } }

      _WaveStrength: { value: 0.01, inspector: { displayName: “增强” } }

      _WaveFactor: { value: 50, inspector: { displayName: “水波因子” } }

      _TimeScale: { value: 10, inspector: { displayName: “速度” } }

  • name: transparent

    passes:

    • vert: unlit-vs:vert

      frag: unlit-fs:frag

      blendState:

      targets:

      • blend: true

        blendSrc: src_alpha

        blendDst: one_minus_src_alpha

        blendSrcAlpha: src_alpha

        blendDstAlpha: one_minus_src_alpha

      properties: *props

}%

CCProgram unlit-vs %{

precision mediump float;

#include

#include

#include

#if USE_VERTEX_COLOR

in vec4 a_color;

out vec4 v_color;

#endif

#if USE_TEXTURE

out vec2 v_uv;

uniform TexCoords {

  vec4 tilingOffset;

};

#endif

highp vec4 vert () {

vec4 position;

CCVertInput(position);

highp mat4 matWorld;

CCGetWorldMatrix(matWorld);

highp vec4 pos = cc_matProj * (cc_matView * matWorld) * position;

#if USE_TEXTURE

  v_uv = a_texCoord;

  #if FLIP_UV

    v_uv.y = 1.0 - v_uv.y;

  #endif

  v_uv = v_uv * tilingOffset.xy + tilingOffset.zw;

#endif

#if USE_VERTEX_COLOR

  v_color = a_color;

#endif

return pos;

}

}%

CCProgram unlit-fs %{

precision mediump float;

#include

#if USE_TEXTURE

in vec2 v_uv;

uniform sampler2D mainTexture;

uniform Tex {

  vec2 center;

  float _WaveStrength;

  float _WaveFactor;

  float _TimeScale;

};

#endif

#if USE_COLOR

uniform Constant {

  vec4 color;

};

#endif

#if USE_VERTEX_COLOR

in vec4 v_color;

#endif

vec4 frag () {

vec4 o = vec4(1, 1, 1, 1);

#if USE_TEXTURE

  vec2 uvDir = normalize(v_uv - center);

  float dis = distance(v_uv, center);

  vec2 uv = v_uv + _WaveStrength * uvDir * sin(cc_time.x * _TimeScale + dis * _WaveFactor);

  o *= texture(mainTexture, uv);

#endif

#if USE_COLOR

  o *= color;

#endif

#if USE_VERTEX_COLOR

  o *= v_color;

#endif

return CCFragOutput(o);

}

}%

楼主有解决么

楼主有结果吗

我也遇到了,无端端就报错了。无论是3.0.1还是1.1.2

大佬,你是怎么解决的

随便创建一个effect都有问题,为啥没人理会