I would like to pass a mat3 rotation matrix into my GLSL shader but I can't
figure out how to hook it up in QC.
The 'uniform mat3 rotationMatrix;' is defined and used within the fragment
shader but the inputs for the parameter doesn't appear in the patch editor.

Is this possible?


BTW: I am currently creating the rotation matrix in the vertex shader and
passing it to the fragment shader via a varying parameter as to reduce the
calculations within the fs. However, along with other precalculations I've
hit upon the limit for the number of varying inputs for older GPUs!


Thanks.

-- 
Tom Beddard
www.subblue.com
twitter.com/subblue
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