GLSL数组类型、浮点数Uniform

时间:2023-03-09 04:21:39
GLSL数组类型、浮点数Uniform
// 添加shader中的uniform
ss->addUniform(new osg::Uniform("test1", false));
//设置shader中的uniform值
//ss->getUniform("test1")->set(false);
ss->addUniform(new osg::Uniform("test2", 63.0f));//注意float类型的uniform,这里一定要加上后缀f // 数组类型的uniform,数组大小必须与.glsl中的数组大小保持一致
osg::FloatArray* g_GaussNum = new osg::FloatArray();
osg::Uniform* gauss_num = new osg::Uniform(osg::Uniform::FLOAT, "gauss_num", g_GaussNum->size());
gauss_num->setArray(g_GaussNum);

uniform bool test1=true;
uniform float test2=15.0;
uniform float gauss_num[10];