Problem with GLSL Two Tone Toon Shader

Hey guys,

So I’m trying my hand at Maya’s GLSL shader. I want to make a simple two tone shader that takes a light vector from a directional light, and displays a light texture on the lit side, and another shadow texture on the dark side.

I’m converting it from a CGFX shader I made a while ago. I had a pixel shader that looked like this:

float4 Toon (vert2pixel IN) : COLOR
{
float2 UV = IN.UV;

float3 normalDirection = normalize(IN.worldNormal);

float4 lightDirection = dot(normalDirection, -light1Dir);


if(lightDirection.r>=0){
	float4 lightColor = tex2D(diffuseMapSampler, IN.UV);
	return lightColor;
	}

else
{
	float4 darkColor = tex2D(shadowMapSampler, IN.UV);
	return darkColor;
}

}

So I tried translating this part to my OGSFX shader in Maya:

GLSLShader PS
{
void main()
{

	vec2 UV = out_uv;
	vec3 normalDirection = normalize(out_worldNormal);
	
	float lightDirection = dot(normalDirection, light0Dir);
	
	if(lightDirection.r>=0){
		out_color = texture2D(lightTextureSampler, psIn.texcoord);
	}
	else
	{
		out_color = texture2D(shadowTextureSampler, psIn.texcoord);
	}
}

}

and I get this as an error code:

Failed to compile --> PIXEL SHADER <–
Errors:

0(224) : error C7505: OpenGL does not allow swizzles on scalar expressions

222: float lightDirection = dot(normalDirection, light0Dir);
223:
224: if(lightDirection.r>=0){
225: out_color = texture2D(lightTextureSampler, psIn.texcoord);
226: }
//

What do you guys think I’m missing?

You’re declaring lightDirection as a float. You either want it to be a float3/4 to get the component channels, or treat it like a float and do the comparison on that.