#include <prog_uniform.h>
The glGetUniformLocation() and glUniform() commands will use this information. Note that a uniform such as "binormal" might be used in both the vertex shader and the fragment shader. When glUniform() is called to set the uniform's value, it must be updated in both the vertex and fragment shaders. The uniform may be in different locations in the two shaders so we keep track of that here.
Data Fields | |
const char * | Name |
Null-terminated string. | |
GLint | VertPos |
GLint | FragPos |
GLboolean | Initialized |
For debug. |
const char* gl_uniform::Name |
Null-terminated string.
GLint gl_uniform::VertPos |
GLint gl_uniform::FragPos |
GLboolean gl_uniform::Initialized |
For debug.
Has this uniform been set?