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glGetUniformLocation not needed anymore using OpenGL 4.3


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#1 Alundra   Members   -  Reputation: 843

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Posted 17 May 2013 - 07:13 PM

Hi all,

I have read recently a new feature of OpenGL who is GLSL binding.

layout(binding = 0) uniform sampler2D DiffuseTexture;
layout(std140, binding = 0) uniform ShaderBuffer
{
  ...
}

 

Since all can be binded in the GLSL shader, is glGetUniformLocation needed anymore ?

Thanks


Edited by Alundra, 18 May 2013 - 06:53 AM.


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#2 swiftcoder   Senior Moderators   -  Reputation: 9857

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Posted 17 May 2013 - 11:17 PM

Since all can be binded in the GLSL shader, is glGetUniformLocation needed anymore?

Provided you can convince your shader authors to correctly specify all the inputs, no, you don't need it anymore.

CG has provided something like this for a very long time, by making you bind attributes to predetermined semantics.


Tristam MacDonald - Software Engineer @Amazon - [swiftcoding]





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