Problem with SSBO values in fragment shader
I’m writing a shader for android camera and I have an array of values that I would like to use to create an overlay. In reality it is a 2D array, but I’m setting it as 1D and just doint the math to find proper index. When I use the calculated index it looks like the shader crahes, so I either don’t have any output at all or have “corrupted” output. On android opengl debugging capabilities are very limited and I’m not an expert in OpenGL.
SSBO values are not set
I’m writing a shader for android camera and I have an array of values that I would like to use to create an overlay. In reality it is a 2D array, but I’m setting it as 1D and just doint the math to find proper index. When I use the calculated index it looks like the shader crahes, so I either don’t have any output at all or have “corrupted” output. On android opengl debugging capabilities are very limited and I’m not an expert in OpenGL.