Hi I’m trying to draw a field of lines and these are my shaders:
vertex shader
#version 330
uniform mat4 uProjectionMatrix;
uniform mat4 uModelviewMatrix;
in vec3 inCoord;
void main()
{
gl_Position = uProjectionMatrix * uModelviewMatrix * vec4(inCoord, 0);
}
fragment shader
#version 330
out vec4 outFragColor;
void main()
{
vec4 tex_color;
tex_color = vec4( 1,1,1,1 );
outFragColor = tex_color;
}
does this look valid?
outFragColor is bound with glBindFragDataLocation and works with my rectangular (ortho) shaders.
I have checked to see that matrices are set properly. Modelview is the identity, Projection is set with the glm::gtc::matrix_projection::perspective<float>( ); function. These look fine and the uniforms are updated before rendering. But I just get a blank cleared background, no white lines showing up. The vertices are in a field around the origin (from -5 to +5 in the x and z directions, each line being drawn from -1 y to 1 y) so I’m expecting to see vertical lines