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I am loading a texture in a WebGL fragment shader (GLSL version 1.00).

This is my working code:

precision highp float;
uniform sampler2D u_texture;
varying float v_coord;

void main(void) {
  float inv_coord;
  gl_FragColor = texture2D(u_texture, vec2(v_coord, 0.5));
}

v_coord holds the texture coordinates for each vertex. What I'm trying now, is to invert the texture coordinates. I thought about something like abs(v_coord - 1). However, whenever I try to substract - 1 from v_coord, my shader fails to compile.

precision highp float;
uniform sampler2D u_texture;
varying float v_coord;

void main(void) {
  float inv_coord = v_coord - 1; // fails here
  inv_coord = abs(inv_coord);
  gl_FragColor = texture2D(u_texture, vec2(inv_coord, 0.5));
}

Why does substracting minus one in fragment shader fail for a float data type? How to invert the texture coordinate value correctly?

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    $\begingroup$ "fails to compile" is kinda useless without the error messages, check the shaderInfoLog and/or the programInfoLog after attempting the compile and link. $\endgroup$ Commented Jun 2, 2016 at 8:42

1 Answer 1

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Without seeing the error message I can't be sure but I think it's failing on the 1 being int instead of a float.

float inv_coord = v_coord - 1.0;

There is a simpler method, you can do 1.0 - v_coord and do away with the abs.

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    $\begingroup$ More annoyingly, this fails on only some drivers/cards, which makes it hard to debug in the wild. As best practice, never rely on implicit casts to float in GLSL, always specify the decimal dot. $\endgroup$
    – Rotem
    Commented Jun 2, 2016 at 12:33

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