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Home/ Questions/Q 8441687
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Editorial Team
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Editorial Team
Asked: June 10, 20262026-06-10T08:37:41+00:00 2026-06-10T08:37:41+00:00

I have two simple shaders (vertex and fragment) Vertex Shader #version 330 core //=============================================

  • 0

I have two simple shaders (vertex and fragment)

Vertex Shader

#version 330 core

//=============================================
//---[Structs/Vertex Data]---------------------
//=============================================

layout(location = 0) in vec3 vertexPosition_modelspace;

//=============================================
//---[Variables]-------------------------------
//=============================================

uniform mat4 projection;
uniform mat4 view;

//=============================================
//---[Vertex Shader]---------------------------
//=============================================

void main()
{
   gl_Position = projection * view * vertexPosition_modelspace;
}

Fragment Shader

#version 330 core

//=============================================
//---[Output Struct]---------------------------
//=============================================

out vec3 colour;

//=============================================
//---[Fragment Shader]-------------------------
//=============================================

void main()
{
    colour = vec3(1, 0, 0);
}

I am trying to compile them and I get the following error

error C0000: syntax error, unexpected $undefined, expecting “::” at token “undefined”

I believe this may have something to do with the way I am reading the files. Here is an example for the vertex shader file

std::string VertexShaderCode = FindFileOrThrow(vertex_file_path);
std::ifstream vShaderFile(VertexShaderCode.c_str());
std::stringstream vShaderData;
vShaderData << vShaderFile.rdbuf();
vShaderFile.close();

The file is then compiled using

char const *VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);

How can I efficiently read in the files and avoid these errors?

EDIT:

Correct compile:

const std::string &shaderText = vShaderData.str();
GLint textLength = (GLint)shaderText.size();
const GLchar *pText = static_cast<const GLchar *>(shaderText.c_str());
glShaderSource(VertexShaderID, 1, &pText, &textLength);
glCompileShader(VertexShaderID);
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-10T08:37:43+00:00Added an answer on June 10, 2026 at 8:37 am

    VertexShaderCode is your filename, not the shader string. That’s still in vShaderData. You need to copy the string out of vShaderData, and feed it into glShaderSource.

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