My vertex shader is ,
uniform Block1{ vec4 offset_x1; vec4 offset_x2;}block1;
out float value;
in vec4 position;
void main()
{
value = block1.offset_x1.x + block1.offset_x2.x;
gl_Position = position;
}
The code I am using to pass values is :
GLfloat color_values[8];// contains valid values
glGenBuffers(1,&buffer_object);
glBindBuffer(GL_UNIFORM_BUFFER,buffer_object);
glBufferData(GL_UNIFORM_BUFFER,sizeof(color_values),color_values,GL_STATIC_DRAW);
glUniformBlockBinding(psId,blockIndex,0);
glBindBufferRange(GL_UNIFORM_BUFFER,0,buffer_object,0,16);
glBindBufferRange(GL_UNIFORM_BUFFER,0,buffer_object,16,16);
Here what I am expecting is, to pass 16 bytes for each vec4 uniform. I get GL_INVALID_VALUE error for offset=16 , size = 16. I am confused with offset value. Spec says it is corresponding to "buffer_object".