So I'm reading up on GLSL 4.0 standard and I see things like "layout (location = 0) in vec3...."
I understand they dictate where certain values are placed but...
Do particular locations hold special meaning (as in the index #s)?
Since I'm sending data by getting that attribute/uniform location by name, what advantage does it provide me?
- What are some use cases / tricks done by using it?
On a side note: I see gl_FragColor is depricated, is gl_position deprecated too? Is there a particular name for the frag. shader output or is any vec4 output considered the final result?