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  Passing vertex attributes to vertex shaders  (Read 898 times)
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Offline JonnyGingerKid

Junior Devvie

Exp: 3 years

« Posted 2014-05-03 23:52:21 »

So I've recently been messing around with GLSL and wrote a simple pair of vertex/fragment shaders as a test for vertex attributes. Here they are:


#version 330

layout (location = 0) in vec2 VertexPosition;
layout (location = 1) in vec3 VertexColor;

out vec3 Color;

void main(){
   Color = VertexColor;
   gl_Position = vec4(VertexPosition, 0.0, 1.0);


#version 330

out vec4 FragColor
in vec3 Color;

void main(){
   FragColor = vec4(Color, 1.0);

I pass in the vertex attributes like this:

//Map index 0 to the position buffer
glBindBuffer(GL_ARRAY_BUFFER, vboVertexBuffer);
glBindAttribLocation(shader.getProgram(), 0, "VertexPosition"); //not sure if this line's necessary
glVertexAttribPointer(0, 2, GL_FLOAT, false, 2*4, 0);
//Map index 1 to the color buffer
glBindBuffer(GL_ARRAY_BUFFER, vboColorBuffer);
glBindAttribLocation(shader.getProgram(), 1, "VertexColor");
glVertexAttribPointer(1, 3, GL_FLOAT, false, 3*4, 0);
shader.compile(); //links and validates the shader

I run it and get a black screen. What a wonderful thing GLSL is that it can produce such beautiful black screens xD. I have this colored triangle I rendered with VBO that renders without the shader, but not with the shader. Any ideas on why?
Offline SHC
« Reply #1 - Posted 2014-05-04 03:50:26 »

There is no need to use
if you are using layout in the shaders.

Offline StrideColossus
« Reply #2 - Posted 2014-05-04 08:30:49 »

Compile the shader before binding the vertex attributes?
Post the rendering code as well.
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Offline SHC
« Reply #3 - Posted 2014-05-04 08:43:08 »

I recommend to give a read to my articles.

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