I'm currently working on visualizing particles and adjusting their appearance using shaders. It may seem like a simple task, but I've encountered a problem that's throwing me off... The error message includes some code, but I'm finding it difficult to understand its relevance to my situation. Is it trying to show me some sort of low-level APIs? I have the code snippet below:
"use strict";
function ParticleVisualization(boardRadius, bucketSize, type, startAmount){
var self = this;
//create geometry
var geometry = new THREE.BufferGeometry();
// more code follows, too lengthy to repeat here
// please refer to the original code for the full context
// ...
// even more code follows, creating shaders and handling textures
The error I'm receiving is quite lengthy:
THREE.WebGLProgram: shader error: 0 35715 false gl.getProgramInfoLog Must have an compiled fragment shader attached. <empty string> THREE.WebGLShader: gl.getShaderInfoLog() fragment
ERROR: 0:88: 'texture' : function name expected1: #version 300 es
// more error lines follow, too lengthy to repeat here
// please refer to the original code for the full error message
// ...