Hi, guys!
I try to implement two pass rendering:
-
- all static objects from prepared SSBO with them.
-
- fill another SSBO with dynamic objects and use it.
So, I try to use the same shaders for it and of cource the same binding point:
#version 430
layout (location=0) in vec3 position;
uniform mat4 projLightViewMatrix;
struct VertexUniform {
mat4 modelMatrix;
};
layout (std430, binding = 0) buffer VertexUniformBlock {
VertexUniform vertexUniform[];
};
void main() {
gl_Position = projLightViewMatrix * vertexUniform[gl_InstanceID].modelMatrix * vec4(position, 1.0f);
}
bind to binding point:
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferId);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, bindingPoint, bufferId);
How can I release that bindingPoint for using it in the second pass with other SSBO?
Thanks for answer.