I have a vertex shader in which I do a texture lookup to determine gl_Position. I am using this as part of a GPU particle simulation system, where particle positions are sto
I just tested this as well. Using iOS 4.3, you can do a texture lookup on the vertex shader on both the device and the simulator. There is a bit of strangeness though (which is maybe why it's not "official" as szu mentioned). On the actual device (I tested on the iPad 2) you have to do a lookup on the fragment shader as well as on the vertex shader. That is, if you are not actually using it on the fragment shader, you'll still have to reference it in some way. Here's a trivial example where I'm passing in a texture and using the red pixel to reposition the y value of the vertex by a little bit:
/////fragment shader
uniform sampler2D tex; //necessary even though not actually used
void main() {
vec4 notUsed = texture2D(tex, vec2(0.0,0.0)); //necessary even though not actually used
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
}
/////vertex shader
attribute vec4 position;
attribute vec2 texCoord;
uniform sampler2D tex;
void main() {
float offset = texture2D(tex, texCoord).x;
offset = (offset - 0.5) * 2.0; //map 0->1 to -1 to +1
float posx = position.x;
float posy = position.y + offset/8.0;
gl_Position = vec4(posx, posy, 0.0, 1.0);
}
I have a slightly fuller write-up of this at http://www.mat.ucsb.edu/a.forbes/blog/?p=453