I run
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxVertUniformsVect);
and get 1024.
Than in GLSL I do
uniform mediump vec4[1020] instance_mat
and that was ok. But with vec3/vec2/float it fails:
uniform mediump float[1030] instance_mat; // fails
//uniform mediump vec2[1030] instance_mat; // and this
//uniform mediump vec3[1030] instance_mat; // and this
With following error:
cannot locate suitable resource to bind variable "instance_mat". Possibly large array.
The question is: Does GL_MAX_VERTEX_UNIFORM_VECTORS return the number of all kind of arrays, no matter what size they are? I mean, no matter does this float/vec2/vec3/vec4 - all counts as one VERTEX_UNIFORM_VECTOR?
Vertex shader code, as is:
#version 120
uniform mediump float[1200] instance_mat; //mat4x3
attribute mediump float instaceIdF; // in range 0..1000 Will be converted to int
attribute mediump vec3 vertex_;
attribute lowp vec4 color;
uniform mediump mat4 matrix;
varying lowp vec4 v_color;
void main(void)
{
v_color = color;
int instaceId = int(instaceIdF) * 12;
mediump mat4 offsetMat = mat4(
vec4(instance_mat[instaceId], instance_mat[instaceId+1], instance_mat[instaceId+2], 0),
vec4(instance_mat[instaceId+3], instance_mat[instaceId+4], instance_mat[instaceId+5], 0),
vec4(instance_mat[instaceId+6], instance_mat[instaceId+7], instance_mat[instaceId+8], 0),
vec4(instance_mat[instaceId+9], instance_mat[instaceId+10], instance_mat[instaceId+11], 1)
);
/*mediump mat4 offsetMat = mat4(
vec4(instance_mat[instaceId].xyz, 0),
vec4(instance_mat[instaceId+1].xyz, 0),
vec4(instance_mat[instaceId+2].xyz, 0),
vec4(instance_mat[instaceId+3].xyz, 1)
);*/
gl_Position = matrix * offsetMat * vec4(vertex_, 1.0);
//gl_Position = matrix * vec4(vertex, 1.0);
}