Today, we want to share some best practices on using the OpenGL Shading Language (GLSL) that can optimize the performance of your game and simplify your workflow. Specifically, Layout qualifiers make your code more deterministic and increase performance by reducing your work.
attribute vec4 vertexPosition; attribute vec2 vertexUV; uniform mat4 matWorldViewProjection; varying vec2 outTexCoord; void main() { outTexCoord = vertexUV; gl_Position = matWorldViewProjection * vertexPosition; }
struct Vertex { Vector4 Position; Vector2 TexCoords; };
attribute vec4 vertexPosition; attribute vec2 vertexUV;
glGetAttribLocation
glVertexAttribPointer
GLint handleVertexPos = glGetAttribLocation( myShaderProgram, "vertexPosition" ); glVertexAttribPointer( handleVertexPos, 4, GL_FLOAT, GL_FALSE, 0, 0 ); GLint handleVertexUV = glGetAttribLocation( myShaderProgram, "vertexUV" ); glVertexAttribPointer( handleVertexUV, 2, GL_FLOAT, GL_FALSE, 0, 0 );
layout(location = 0) in vec4 vertexPosition; layout(location = 1) in vec2 vertexUV;
#version 300 es
#version 300 es layout(location = 0) in vec4 vertexPosition; layout(location = 1) in vec2 vertexUV; uniform mat4 matWorldViewProjection; out vec2 outTexCoord; void main() { outTexCoord = vertexUV; gl_Position = matWorldViewProjection * vertexPosition; }
#version 330
const int ATTRIB_POS = 0; const int ATTRIB_UV = 1; glVertexAttribPointer( ATTRIB_POS, 4, GL_FLOAT, GL_FALSE, 0, 0 ); glVertexAttribPointer( ATTRIB_UV, 2, GL_FLOAT, GL_FALSE, 0, 0 );