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GLSL

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Simple question.

vec is basically an int right? making vec2 a struct with x and y.

so why does the following not work?

[code]
attribute vec2 position;

varying vec2 texcoord;

void main()
{
gl_Position = vec4(position, 0.0, 1.0);
texcoord = position * vec2(-0.5) + vec2(0.5);
//The following line kills it
texcoord.x = vec1(2.0);
}
[/code]

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Because there's no vec1, it's just a plain old float (vecs are floats not ints).

texcoord.x = 2.0; // Should work fine.

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