Reputation: 159
Could I bind a vec2 array to a vec4 variable in shader language?
For example, in the code blow, the variable "position" is a vec4 type, and I tried to bind variable "squareVertices" to it, but squareVertices is a vec2 type array, only with (x,y) coodinates, maybe default (x,y,z,w) = (x,y,0,1)?
My Vertex shader and attribute bind code:
attribute vec4 position;
attribute vec2 textureCoordinate;
varying vec2 coordinate;
void main()
{
gl_Position = position;
coordinate = textureCoordinate;
}
glBindAttribLocation(gProgram, ATTRIB_VERTEX, "position");
glBindAttribLocation(gProgram, ATTRIB_TEXTURE, "textureCoordinate");
// bind attribute values
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, coordVertices);
glEnableVertexAttribArray(ATTRIB_TEXTURE);
// squareVertices definition
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
0.0f, -1.0f,
-1.0f, 0.0f,
0.0f, 0.0f,
};
Upvotes: 1
Views: 918
Reputation: 3019
Yes, this is legal. And, you're correct that the default values of z and w are 0 and 1, respectively. This is covered in section 2.7 of the OpenGL ES 2.0 specification.
Upvotes: 1