On 7 Jun 2010, at 15:26, Christopher Wright 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...
I second that!
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 :)
The problem then becomes writing some kind of CIFilter to generate
the textures (well, if you want them to be dynamically adjustable,
anyway).
a|x
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