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Home/ Questions/Q 7739561
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T08:33:19+00:00 2026-06-01T08:33:19+00:00

I have the following vertex shader: attribute vec4 Position; attribute vec4 SourceColor; varying vec4

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I have the following vertex shader:

attribute vec4 Position;
attribute vec4 SourceColor;
varying vec4 DestinationColor;
uniform mat4 Projection;

void main(void) {
    DestinationColor = SourceColor;
    gl_Position = Projection * Position;
}

I then try to apply the following matrix to the Projection uniform:

float matrix[16] = {
    1.0f, 0.0f, 0.0f, 0.0f,
    0.0f, 1.0f, 0.0f, 0.0f,
    0.0f, 0.0f, 1.0f, 0.0f,
    0.0f, 0.0f, 0.0f, 1.0f
};

glUniformMatrix4fv(projectionSlot, 1, GL_FALSE, matrix);

Shouldn’t this do nothing? After running this, I can’t see my objects on the screen anymore…

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  1. Editorial Team
    Editorial Team
    2026-06-01T08:33:20+00:00Added an answer on June 1, 2026 at 8:33 am

    Yes it should be a no-op. If you remove the projection multiply then you say it works fine?
    Couple ideas:

    • Check glGetError
    • Check shader compile/link status (glGetShader/Programiv)
    • Is the program bound during glUniform call?
    • Is projectionSlot a valid value?
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