glsl uniform struct
Sure! I'll provide a concise response without any additional personal sentences.
In GLSL (OpenGL Shading Language), the uniform
keyword is used to declare a variable that is constant across all invocations of a shader program. It is typically used to pass data from the CPU (Central Processing Unit) to the GPU (Graphics Processing Unit).
A struct
in GLSL is a composite data type that allows you to group multiple variables together. It is similar to a struct in other programming languages. You can use a struct
to define a custom data type that contains different fields.
To declare a uniform struct
in GLSL, you can use the following syntax:
uniform struct MyStruct {
type1 field1;
type2 field2;
// ...
};
In this example, MyStruct
is the name of the uniform struct
, and field1
, field2
, and so on are the fields or members of the struct. type1
, type2
, and so on represent the data types of the fields.
Once you have declared a uniform struct
, you can use it in your shader program to access and manipulate its fields. For example:
uniform struct MyStruct {
float x;
float y;
};
void main() {
MyStruct myStruct;
myStruct.x = 1.0;
myStruct.y = 2.0;
// ...
}
In this example, myStruct
is an instance of the MyStruct
struct, and you can access its fields (x
and y
) just like any other variable.
I hope this explanation helps! Let me know if you have any further questions.