Uniform class

Uniforms are global GLSL variables. They are passed to shader programs.

Each uniform must have a value property. The type of the value must correspond to the type of the uniform variable in the GLSL code as specified for the primitive GLSL types in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive type must either be specified as an array of the corresponding THREE objects or as a flat array containing the data of all the objects. In other words; GLSL primitives in arrays must not be represented by arrays. This rule does not apply transitively. An array of vec2 arrays, each with a length of five vectors, must be an array of arrays, of either five Vector2 objects or ten numbers.

Constructors

Uniform(dynamic value)

Properties

hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
value ↔ dynamic
getter/setter pair

Methods

clone() Uniform
Returns a clone of this uniform.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited