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Glsl attribute opengl es 2.0
Glsl attribute opengl es 2.0







This is the reason why there is no access to textures data in the vertex shader.

glsl attribute opengl es 2.0 glsl attribute opengl es 2.0

Side note: This number is actually 0 on all iOS devices. The value of this variable is dependent on the OpenGL ES 2.0 implementation but has to be at least 0. The built-in constant gl_MaxVertexTextureImageUnits provides the maximum number of texture units that can be used by the vertex shader. Number of texture units const mediump int gl_MaxVertexTextureImageUnits >= 0 The value of this variable is dependent on the OpenGL ES 2.0 implementation but has to be at least 8. The built-in constant gl_MaxVaryingVectors provides the maximum number of varying vectors that can be used by the vertex shader to hand over data to the fragment shader. Number of varying vectors const mediump int gl_MaxVaryingVectors >= 8 The value of this variable is dependent on the OpenGL ES 2.0 implementation but has to be at least 128. The built-in constant gl_MaxVertexUniformVectors provides the maximum number of uniform vectors that can be used by the vertex shader. Number of vertex uniform vectors const mediump int gl_MaxVertexUniformVectors >= 128 The built-in constant gl_MaxVertexAttribs provides the maximum number of attributes that can be used by the vertex shader.

glsl attribute opengl es 2.0

Number of vertex attributes const mediump int gl_MaxVertexAttribs >= 8 The following constants can be read by the vertex shader to determine the limitations of the OpenGL ES 2.0 environment at runtime.









Glsl attribute opengl es 2.0