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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