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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