Talk:Uniform (GLSL)/Explicit Uniform Location: Difference between revisions
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→Multiple uniforms with same explicit location: new section |
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The GLSL specification, version 4.5, section 4.4.3 says this: | The GLSL specification, version 4.5, section 4.4.3 says this: | ||
: No two default-block uniform variables in the program can have the same location, | : No two default-block uniform variables in the program can have the same location, even if they are unused, otherwise a compile-time or link-time error will be generated. | ||
even if they are unused, otherwise a compile-time or link-time error will be generated. | |||
For uniforms that are not explicitly specified, OpenGL allows two different stages in the same program to refer to the same uniform. But for explicit specification, this is not allowed. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 08:56, 30 July 2015 (EDT) | For uniforms that are not explicitly specified, OpenGL allows two different stages in the same program to refer to the same uniform. But for explicit specification, this is not allowed. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 08:56, 30 July 2015 (EDT) |
Latest revision as of 13:01, 30 July 2015
Multiple uniforms with same explicit location
The GLSL specification, version 4.5, section 4.4.3 says this:
- No two default-block uniform variables in the program can have the same location, even if they are unused, otherwise a compile-time or link-time error will be generated.
For uniforms that are not explicitly specified, OpenGL allows two different stages in the same program to refer to the same uniform. But for explicit specification, this is not allowed. Alfonse (talk) 08:56, 30 July 2015 (EDT)