[ANSWERED] GLSL ISADORA_FLOAT_PARAM Issues?
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 Hey All I am working with the GLSL Shader actor. I've created a shader and want to push my floating variables to the Actor for interaction in the Patch. This sample code wont compile and I get a syntax error for Isadora_Float_Param which I believe didn't happen in Isadora 2? https://support.troikatronix.com/support/solutions/articles/13000025645-glsl-shader-actor-tutorial As well some of the code won't compile in tutorial as there are some typos.... extra characters like ")"which you have to fix to compile As a Sanity check I ran this code from the tutorial and get the Float Param error. I am running 3.0.8f12 When commented out the syntax error resolves and the code runs. Does anyone else get an error? This is with all sample code in the tutorial  ISADORA_FLOAT_PARAM(red_color, red, 0.0, 1.0, 1.0, "Amount of red in the output color."); 
 // ISADORA_FLOAT_PARAM(green_color, gren, 0.0, 1.0, 1.0, "Amount of green in the output color.");
 // ISADORA_FLOAT_PARAM(blue_color, blue, 0.0, 1.0, 1.0, "Amount of blue in the output color.");
 uniform float red_color;// note: must match first parameter of ISADORA_FLOAT_PARAM
 uniform float green_color;// note: must match first parameter of ISADORA_FLOAT_PARAM
 uniform float blue_color;// note: must match first parameter of ISADORA_FLOAT_PARAM
 void main(void) {
 // vec4 is contains four floating point values; it is
 // often used to represent the red, green blue and alpha
 // channel components of a color. Here we create a color
 // using the red, green and blue uniform variables with
 // full (1.0) alpha. We assign this to a vec4 called c0.
 vec4 c0 = vec4(red_color, green_color, blue_color, 1.0);
 // gl_FragColor is a predefined variable that receives the color
 // output of the shader. By setting gl_FragColor to the values
 // contained in c0, the output color will be controlled by the
 // three uniform inputs.
 gl_FragColor = c0;
 }
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 The issue was Solved. ISADORA_FLOAT_PARAM needs to be commented out for Isadora to recognize. 
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 Hi there Bob, It seems you already figured out the issue. Let us know how it happened. The article that you link has the correct code snippet? Anyhow, I mark this question as Answered. - Juriaan 
