Geomtric Shaders

Started by Timetodothis, November 14, 2011, 00:27:36

Previous topic - Next topic

Timetodothis

When I apply a vertex and a frag shader I achieve sucess:

Info log:
Vertex shader was successfully compiled to run on hardware.
Fragment shader was successfully compiled to run on hardware.


And the display is as I want.

Then when I attach my geometric shader
ARBShaderObjects.glAttachObjectARB(shader, gShader);


All is well, getting a:
Geometry shader was successfully compiled to run on hardware.


However the display which was a quad (cube to be more precise) is now nothing!

Here's my shaders (Vertex, Frag, Geometry displayed respectivly):
varying vec4 vertColor;

void main(){
    gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
    vertColor = vec4(1.0, 0.3, 0.4, 1.0);
}

varying vec4 vertColor;

void main(){
    gl_FragColor = vertColor;
}

#version 120 
#extension GL_EXT_geometry_shader4 : enable

void main() {
   int i;
   for(i = 0; i < gl_VerticesIn; i++) {
     gl_Position = gl_PositionIn[i];
     EmitVertex();
   }
   EndPrimitive();
}


And I'm preety sure its the gemotric shader causing the issue as I'm getting colored fragments with just vert + frag (Proper response).

Other notes. I've done:
System.out.println(GLContext.getCapabilities().GL_EXT_geometry_shader4);


And the answer is true, so I'm assuming its not my gpu isn't the issue. Any idea's LWJGL gurus?