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Alundra

OpenGL glGetUniformLocation not needed anymore using OpenGL 4.3

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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

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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.

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