Question

I want to implement some kind of lighting. And i'm making a struct, that contains light sourse properties in vertex shader:

struct Light
{
    vec4 color;
    vec4 pos;
    ...
};

In my app i want to have several light sources. So i put:

uniform Light[10];

How can i then load these uniforms from the app ? Is it a good approach or better to have:

uniform vec4 LightColor[10];
uniform vec4 LightPos[10];
...
Was it helpful?

Solution

I think you can't pass structures to OpenGL ES shaders. Please check this SO discussion that seems to confirm it:

Passing own struct into opengl es 2.0 shader

I think it's safer to use your second proposal based on the arrays of vec4 uniforms.

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