Hi all,
I have a simple question about what is happening in a pass-through shaders with respect to "v_vColour" from the vertex shader and how "v_vColour" is then being used in the fragment shader.
Where I feel a bit confused is, what is the value of "v_vColour" if you never set it to anything. Is GLSL ignoring it because it's not defined and then not using it in this default line from the fragment shader:
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
Or is "v_vColour" by default have each vector component set to 1 since multiplying anything by 1 does nothing
I have a simple question about what is happening in a pass-through shaders with respect to "v_vColour" from the vertex shader and how "v_vColour" is then being used in the fragment shader.
Where I feel a bit confused is, what is the value of "v_vColour" if you never set it to anything. Is GLSL ignoring it because it's not defined and then not using it in this default line from the fragment shader:
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
Or is "v_vColour" by default have each vector component set to 1 since multiplying anything by 1 does nothing