Thanks for your replies. I had a feeling the answer might be a bit kludgy!
On 7 June 2010 15:26, Christopher Wright <christopher_wri...@apple.com>wrote: > 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. > > 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? > > > Can either of you file a bug report requesting exposure to mat2s, mat3s, > and mat4s? seems silly to kludge it like this in 2010... > > 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! > > > Another way to provide lots of data to the FS is to use several textures. > This doesn't work so well when the texture sizes are different (another bug > to file), but if they're all the same you can add 8 4-channel per-pixel > inputs, which is pretty handy :) > -- Tom Beddard www.subblue.com twitter.com/subblue
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