On Friday 13 April 2012 10:09:12 Renk Thorsten wrote: > > To be safe you need to limit yourself to 32 float varyings. > > Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc. > > Okay thanks, then I am safe. Btw (spotted this while checking) - is there > any particular reason to compute a normal from gl_Normal in the vertex > shader, use a full varying vec3 to pass it to the fragment shader and add > noise there? I mean, this is a water surface, it ought to be flat up to > tiny corrections before adding noise... > > * Thorsten Yes because you don't have acces to gl_Normal in a fragment shader, and because the water surface is not a perfectly flat surface, it's a sphere patch (a low resolution one), so the normal varies between vertices.
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