GLSL 1.4 and vertex attributes
Posted: Fri Apr 16, 2010 9:36 am
hi everyone,
i'm currently getting familar with irrlicht, but i still wonder whether or how irrlicht might support GLSL 1.4 or 1.5 (without compatibility mode).
my problem is, that i need to employ sampler2DArray and other features only available in GLSL versions > 1.2. and in pure GLSL 1.4 for instance, the "old fashioned" way to interact with the shader using varying, gl_TexCoord, etc. has been abandoned respectively replaced by the in and out qualifiers in GLSL.
for example, the "old" way using vertex color in GLSL vertex shaders was like
using access to the fixed-function pipeline variable gl_Color. with version 1.4 it should be something like this:
the "in" qulified variable now have to be bound with the apropriate vertex attributes. is irrlicht already capable of doing this? or are there currently any efforts to make irrlicht support this?
thanks for your replies and my applogies if this should not be the correct forum.[/code]
i'm currently getting familar with irrlicht, but i still wonder whether or how irrlicht might support GLSL 1.4 or 1.5 (without compatibility mode).
my problem is, that i need to employ sampler2DArray and other features only available in GLSL versions > 1.2. and in pure GLSL 1.4 for instance, the "old fashioned" way to interact with the shader using varying, gl_TexCoord, etc. has been abandoned respectively replaced by the in and out qualifiers in GLSL.
for example, the "old" way using vertex color in GLSL vertex shaders was like
Code: Select all
#version 120
varying vec4 vertexColor; // to be passed to fragment shader
main()
{
...
vertexColor = gl_Color;
...
}
Code: Select all
#version 140
in vec4 vertexPos;
in vec3 vertexNormal;
in vec4 vertexColor;
out vec4 color; // to be passed to fragment shader
main()
{
...
color = vertexColor;
...
}
thanks for your replies and my applogies if this should not be the correct forum.[/code]