出现在vertex shader和pixel shader 的同名Uniform的type和value需相同

本文详细介绍了在OpenGL ES 2.0中如何处理程序对象中的统一变量(Uniforms)。统一变量是由应用程序通过OpenGL ES 2.0 API传递到着色器中的只读常量值。文章解释了统一变量在顶点和片段着色器中的共享方式,以及链接阶段如何为这些变量分配位置。

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opengles2.0 programming 2.o guide

Uniforms and Attributes

Once you have a linked program object, there a number of queries that you
might want to do on it. The first is that you will likely need to find out about
the active uniforms in your program. Uniforms—as we detail more in the
next chapter on the shading language—are variables that store read-only
constant values that are passed in by the application through the OpenGL
ES 2.0 API to the shader. The set of uniforms is shared across a program
object. That is, there is one set of uniforms for a program object. If a uniform
is declared in both a vertex and fragment shader, it must have the
same type and its value will be the same in both shaders
. During the link
phase, the linker will assign uniform locations to each of the active uniforms
in the program. These locations are the identifiers the application will
use to load the uniform with a value.
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