Is it possible to set a “uniform vec4 xyzw[10];” or something similar in my geometry shader? I basically would like to pass an array of vectors into the shader rather than one vector per uniform array. It looks like this should be OK in regular GLSL, just not sure where the values would go in the GLSL MAT.
Cool, so if I pass in a CHOP with xyzw channels the MAT will convert that into some number of entries in the array? Is the number of entities in the array created by the number of samples in the CHOP or something like that?
Yup the first 4 channels will be converted to xyzw in the shader. The number of entries in the array is either the array size or the number of samples in the CHOP, whichever is smaller.
If you need a large number of entries (more than 1000) then you should use Texture Buffer Objects, which is another mode in the arrays page