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@ -216,7 +216,7 @@ layout(binding = 1) uniform sampler2D specularTexture;
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If you don't have the required extension (or if you want to change the layer |
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later), declare the uniforms without the `layout()` qualifier and set the |
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texture layer uniform using @ref setUniform(Int, const T&) "setUniform(Int, Int)". |
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texture layer uniform using @ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)". |
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Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES |
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1.0. |
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@code |
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@ -230,9 +230,11 @@ setUniform(SpecularTextureUniform, SpecularTextureLayer);
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@see @ref Shader::maxTextureImageUnits() |
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@requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit |
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texture layer binding instead of using @ref setUniform(Int, const T&) "setUniform(Int, Int)". |
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texture layer binding instead of using |
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@ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)". |
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@requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use |
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@ref setUniform(Int, const T&) "setUniform(Int, Int)" instead. |
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@ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)" |
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instead. |
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@section AbstractShaderProgram-rendering-workflow Rendering workflow |
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