I'm trying to render to texture with OpenGL + GLSL shaders. For start I'm trying to fill every pixel of 30x30 texture with white color. I'm passing to vertex shader index from 0 to 899, representing each pixel of texture. Is this correct? Vertex shader:
flat in int index;
void main(void) {
gl_Position = vec4((index % 30) / 15 - 1, floor(index / 30) / 15 - 1, 0, 1);
}
Fragment shader:
out vec4 color;
void main(void) {
color = vec4(1, 1, 1, 1);
}