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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