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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Getting a list of active vertex input attributes and locations


As covered in the previous recipe, the input variables within a vertex shader are linked to generic vertex attribute indices at the time the program is linked. If we need to specify the relationship, we can either use layout qualifiers within the shader, or we could call glBindAttribLocation before linking.

However, it may be preferable to let the linker create the mappings automatically and query for them after program linking is complete. In this recipe, we'll see a simple example that prints all the active attributes and their indices.

 

Getting ready

Start with an OpenGL program that compiles and links a shader pair. You could use the shaders from the previous recipe.

As in previous recipes, we'll assume that the handle to the shader program is stored in a variable named programHandle.

How to do it...

After linking and enabling the shader program, use the following code to display the list of active attributes:

  1. Start by querying...
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