I'm trying to check inside the shader (GLSL) if my vec4 is NULL. I need this for several reasons, mostly to get specific graphics cards compatible, since some of them pass a previous color in gl_FragColor, and some don't (providing a null vec4 that needs to be overwritten). Well, on a fairly new Mac, someone got this error:
java.lang.RuntimeException: Error creating shader: ERROR: 0:107: '==' does not operate on 'vec4' and 'int'
ERROR: 0:208: '!=' does not operate on 'mat3' and 'int'
This is my code in the fragment shader:
void main()
{
if(gl_FragColor == 0) gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); //Line 107
vec4 newColor = vec4(0.0, 0.0, 0.0, 0.0);
[...]
if(inverseViewMatrix != 0) //Line 208
{
[do stuff with it; though I can replace this NULL check with a boolean]
}
[...]
gl_FragColor.rgb = mix(gl_FragColor.rgb, newColor.rgb, newColor.a);
gl_FragColor.a += newColor.a;
}
As you can see, I do a 0/NULL check for gl_FragColor at the start, because some graphics cards pass valuable information there, but some don't. Now, on that special mac, it didn't work. I did some research, but couldn't find any information on how to do a proper NULL check in GLSL. Is there even one, or do I really need to make separate shaders here?