Reputation: 43447
On the OpenGL FBO wiki page there is this snippet:
You can also use layout syntax to define this directly in the shader, as you would for attribute indices:
layout(location = 0) out vec4 mainColor; layout(location = 1) out vec2 subsideraryInfo;
This seems to indicate that attribute indices can be specified within a shader, which would simplify things a bit my removing the need for my code to specify attribute locations and such using glBindAttribLocation
.
Upvotes: 0
Views: 288
Reputation: 12927
Yes you can do that starting from GLSL 3.30 (OpenGL 3.3). Read here: http://www.opengl.org/registry/doc/GLSLangSpec.3.30.6.clean.pdf (page 35).
Upvotes: 1