Tried to do just like here: Pass array to shader And like here: Passing an array of vectors to a uniform
But still no luck. I think I do just like there but it doesn't work:
Here's my JavaScript code:
shaderProgram.lightsUniform = gl.getUniformLocation(shaderProgram, "lights"); // Getting location
gl.uniform1f(shaderProgram.lightsUniform, new Float32Array([3,1,2,3,4,5])); // Let's try to send some light (currently each light is one float) as array.
Vertex Shader Code:
uniform float lights[6]; // Declaration
...
vLight *= lights[0]; // Let's try to mutliply our light by the first array item. There should be 3.0.
Summary: I send an array to shader with non-zero-floats.
Result: totally black! I.e. lights[0] contains 0.0 but expected 3.0. If I try lights[1], lights[2] etc. they all give the same result!
Let's now try to pass just one float. I change
gl.uniform1f(shaderProgram.lightsUniform, new Float32Array([3,1,2,3,4,5]));
to
gl.uniform1f(shaderProgram.lightsUniform, 3); // I want to send just float 3.0
Summary: instead of sending array I send just float 3.0.
Result: works! lights[0] contains 3.0 (but I sent just float, not an array).
What do I do wrong? How do I pass to shader array of uniforms?
Those answers all use the function uniform3fv
. v
as in vector
.
So you should be using uniform1fv
, not uniform1f
for arrays of uniforms.
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