出现在vertex shader和pixel shader 的同名Uniform的type和value需相同

opengles2.0 programming 2.o guide

Uniforms and Attributes

Once you have a linked program object, there a number of queries that you
might want to do on it. The first is that you will likely need to find out about
the active uniforms in your program. Uniforms—as we detail more in the
next chapter on the shading language—are variables that store read-only
constant values that are passed in by the application through the OpenGL
ES 2.0 API to the shader. The set of uniforms is shared across a program
object. That is, there is one set of uniforms for a program object. If a uniform
is declared in both a vertex and fragment shader, it must have the
same type and its value will be the same in both shaders
. During the link
phase, the linker will assign uniform locations to each of the active uniforms
in the program. These locations are the identifiers the application will
use to load the uniform with a value.
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值