THE PROBLEM IS SOLVED by decreasing array elements at stage of declaration in shader from 100 down to 20.
> On Feb 12, 1:09 am, Devon Scott-Tunkin <[email protected]> wrote: > Thehttp://bpaste.net/show/13617/is not the same because the glsl compiler > will usually compile out (make inactive) all of your uniforms since you > aren't referencing them in the shader. I often find this very annoying for > testing. All time forgot this, thanks for clarification. > I've often had problems with arrays in glsl, and never got them to > work correctly in os x. You could try using a 1D texture lookup if the > arrays are the problem. Unfortunately i don't know how to implement my desires other way, so for now i will go with arrays, but keep you advice in my mind. Thanks. > I don't really understand what you are trying to do in your pixel shader, > you could get rid of all of the else's and just put gl_FragColor at the end > of main and it would have the same effect. Your loop just changes the final > uv, so in effect you don't even need a for loop because your code will > always just make the end color by using imax-1. Everything else gets > overwritten. I am not strong in programming. First my task was is to get it working fine, the next stage will optimize code and make it looks better. The reason i have chose this way - i am not sure if i will stuck in future and have to change the whole render method(shader) or not. It happens several times. Thanks for advices, as now it works as i would expected i will make shader looks better following you comments and post it here.
