all i get is a black window. It doesn’t matter what matrix i multiply with what vector or if they are 2, 3 or 4 dimensional. If i multipy a matrix with a vector, the fragment-shader seems to discard the fragment. But i dont get any errormessage.
I use Gentoo-Linux with a Radeon 9600Pro and latest ATI-drivers.
Well, this is no real proof.
The compiler should remove useless instructions and keep only this:
varying vec4 shaded_color;
void main(void) {
gl_FragColor = shaded_color;
}
You need to source gl_FragCoord into an output to be sure.