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 number
s.
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