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LaBasX2
01-23-2006, 09:57 AM
Hello,

I'm doing skinning with vertex shaders. With arb programs it was possible to bind the vertex shader and set the bone matrices once for the entire model. After that I could change the fragment program seperately to render the different material groups of the model.

Is this still possible with GLSL? The problem is that a shader object in GLSL is a combination of vertex and fragment program and I can only set uniforms for that combination. So do I have to transfer the required skeleton matrices again for each material/fragmentshader group?

Thanks in advance!

Relic
01-23-2006, 10:02 PM
Is this still possible with GLSL? No, as you said uniforms are per program object, not per vertex shader. Binding a new program object means using a different set of uniforms.