I am trying to figure out how SSBO works with a very basic example. The vertex shader:
#version 430
layout(location = 0) in vec2 Vertex;
void main() {
gl_Position = vec4(Vertex, 0.0, 1.0);
}
And the fragment shader:
#version 430
layout(std430, binding = 2) buffer ColorSSBO {
vec3 color;
};
void main() {
gl_FragColor = vec4(color, 1.0);
}
I know they work because if I replace vec4(color, 1.0)
with vec4(1.0, 1.0, 1.0, 1.0)
I see a white triangle in the center of the screen.
I initialize and bind the SSBO with the following code:
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
float color[] = {1.f, 1.f, 1.f};
glBufferData(GL_SHADER_STORAGE_BUFFER, 3*sizeof(float), color, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
What is wrong here?
GL_DYNAMIC_DRAW
usage hint? – Virtualcolor
tovec4
or place afloat
immediately after it. I'm sure you know this though. – Virtualcolor
is used in the event that something went wrong with the SSBO declaration. – Virtual