Login  Register

Re: Help needed with opengl 4 and glUniform4dv

Posted by siddharth.cmdz on Sep 11, 2014; 3:06am
URL: https://forum.jogamp.org/Help-needed-with-opengl-4-and-glUniform4dv-tp4033134p4033135.html

well i suppose i have a little bit of progress...it seems like i had to define my matrix in the shader as dmat4 instead of mat4 and that type is only available with glsl 4.0+.
But modifying my vertex shader to use 440 core and using dmat4, i get this error when compiling the shader:

error C7011: implicit cast from "f64vec4" to "vec4"

Im also wondering its a required to use glVertexAttribLpointer...

Any ideas folks?

Vertex Shader
#version 440 core

layout(location = 0) in vec4 vPosition;
layout(location = 1) in vec4 vColor;

uniform dmat4 mvp;

out vec4 color;

void main() {
        color = vColor;
        gl_Position = mvp * vPosition;
}

Fragment Shader

#version 440 core

out vec4 fColor;
in vec4 vColor;

void main() {
        fColor = vColor;
}

Am i going in the right direction?

Please note, I do realize that 64bit precision is rarely needed and should not be used. This is a test for me to verify some of artifacts we get due to zbuffer precision that i would like to verify.

Any help/suggestion is appreciated.

thanks

-Siddharth