I'm making a couple of changes to my material/shader system, as it's lacking some validation which I would find helpful. I've finished the shader uniform side, so if a material file (XML) includes a uniform name which doesn't exist in the shader, or it's data type doesn't match, it's able to detect this instead of continuing blindly.
I'm looking for a way to also validate the shader against a vertex buffer format - is anyone aware of a way to get this information out of a compiled shader? It would be great if the system could realise, for example, that a particular shader wants normals but the vertex buffer doesn't have them.
Thanks for any advice!
[Edit] Should have mentioned this is using OpenGL.
Edited by Telios, 25 July 2012 - 01:01 PM.