Hi,
I am actually trying to implement a normal map lights into my project. Unfortunately, needful vert shader require some "attribute" variable. As far as i can see, SFML don't support it. Raw OpenGL can be good solution, but I stuck right after create "glCreateShader(GL_VERTEX_SHADER)" and fill it up with " shader.getNativeHandle()". My idea with drawing the dynamic lights on separate RendeTexture using OGL and these shaders, and next drawing this texture to my window is pretty difficult. Is it possible at all? If is, can anyone help me with this? Or maybe easier will be write my own shader using only uniform?
this is the part of this shader:
//"in" attributes from our SpriteBatch
attribute vec2 Position;
attribute vec2 TexCoord;
attribute vec4 Color;