I have a uniform variable called control_count (count of the control points in a bezier curve). In the marked part in my code, if I replace the constant 4 with this variable, it's just stops working, if it's 4 it's working fine. The variable must have the value 4 in it, I tested it before and after the loop as well, I marked this in the code too. It should be an unrolling problem? How do I force the compiler not to do this?
#version 150
layout(lines_adjacency) in;
layout(line_strip, max_vertices = 101) out;
out vec4 gs_out_col;
uniform mat4 MVP;
uniform int control_count;
uniform int tess_count;
int degree;
int binom( int n, int k );
void main()
{
degree = control_count - 1;
vec3 b[10];
float B[10];
////////////MARK//////////////////
//control_count must be 4, other ways it'd draw less points
for(int i = 0; i < control_count; ++i){
b[i] = gl_in[i].gl_Position.xyz;
}
////////////END MARK//////////////////
for(int i = 0; i <= tess_count; ++i){
float t = i / float(tess_count);
gl_Position = vec4(0);
////////////MARK//////////////////
//here, if I write control_count instead of 4, I don't get what I expect
for(int j = 0; j < 4; ++j){
////////////END MARK//////////////////
B[j] = binom(3, j) * pow(1 - t, 3 - j) * pow(t, j);
gl_Position += vec4(b[j] * B[j], B[j]);
}
gl_Position = MVP * gl_Position;
////////////MARK//////////////////
//control_count - 4 --> I get red color,
//control_count - 3 --> I get purple,
//so the variable must have the value 4
gs_out_col = vec4(1, 0, control_count - 4, 1);//gl_Position;
////////////END MARK//////////////////
EmitVertex();
}
}
The "good" result using the constant 4:
The "wrong" result using the variable control_count: