Hiya,

you can do it as 4x uniform vec4s, then stick them together into a mat4 in the shader. There's probably a small overhead in doing this, but it works fine, in my experience.

alx



On 7 Jun 2010, at 14:32, Tom Beddard wrote:

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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