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sunsflower

transform feedback problem

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I'm using transform feedback to build a particle system, here is vertex shader outputs(first three are seperate feedbacks, last two are used by subroutine in fragment shader(not all of them at the same time)). I use subroutines in both vertex and fragment shaders. however when running the program, exception throwed at glBeginTransformFeedback(GL_POINTS). But if I remove the FTransp output, it works well. Is there any limitations on vertex shader output number? or something else? I don't know what info is useful to solve this problem, so please do point it to me and I'll post the info needed. Thanks!

 

out vec2 Position;
out vec2 Vel;
out float StartTime;

out vec2 FCoord;
out float FTransp;
 

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