Represents a uniform attribute or texture binding.
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#include <ShaderProgram.h>
Represents a uniform attribute or texture binding.
For uniforms:
- ARB shaders store vertex location in 'first', fragment location in 'second'.
- GLSL shaders store uniform location in 'first', data type in 'second'.
- FFP shaders store -1 in 'first', index in 'second'. For textures, all store texture target (e.g. GL_TEXTURE_2D) in 'first', texture unit in 'second'. Non-existent bindings must store -1 in both.
CShaderProgram::Binding::Binding |
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int |
a, |
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int |
b |
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inline |
CShaderProgram::Binding::Binding |
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inline |
bool CShaderProgram::Binding::Active |
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inline |
Returns whether this uniform attribute is active in the shader.
If not then there's no point calling Uniform() to set its value.
int CShaderProgram::Binding::first |
int CShaderProgram::Binding::second |
The documentation for this struct was generated from the following file: