I've got some difficulty debugging my program. I'm trying use an array as a lookup table to offset the vertex location in my vertex shader, but I can't even tell if I'm linking my array correctly. The offset factor always ends up zero (flattening my vectors, rather than giving them a shape), so either I'm accessing the texture1D coordinates wrong or the array isn't binding right to the texture.
Frankly, I don't know which coordinates I should be using to get the values from a 1D texture... but I've tried all the combinations.
Here I setup the array and bind it to the shader:
//FISH
GLfloat fish_coords[100];
for (int i = 0; i < 50; i++){fish_coords[i] = 0;}
for (int i = 50; i < 100; i++){fish_coords[i] = 1;}
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenTextures(1, &fishtexture);
glBindTexture(GL_TEXTURE_1D, fishtexture);
glTexImage1D(GL_TEXTURE_1D, 0, 1, 128,0,GL_RGBA, GL_UNSIGNED_BYTE, &fish_coords);
switch(shadow_selection){
case 0:
vertexShader = "fish.vert";
fragmentShader = "fish.frag";
setShaders();
GLint loc1;
loc1 = glGetUniformLocation(shaderProgram,"fish_coords");
glUniform1i(loc1,0);
And my vertex shader:
uniform float spec_factor;
uniform sampler1D fish_coords;
varying vec3 lightDir,normal;
void main()
{
vec4 v_pos;
vec3 ldir;
gl_TexCoord[0] = gl_MultiTexCoord0;
v_pos = gl_ModelViewMatrix * gl_Vertex;
ldir = vec3(gl_LightSource[0].position-v_pos);
lightDir = normalize(ldir);
normal = normalize(gl_NormalMatrix * gl_Normal);
vec4 offset;
offset = texture1D(fish_coords, gl_TexCoord[0].r);
vec4 fish_shape;
fish_shape.xz = gl_Vertex.xz;
fish_shape.y = gl_Vertex.y * offset.x;
fish_shape.w = 1;
gl_Position = gl_ModelViewProjectionMatrix * fish_shape;
}