Howto:Shader programming in FlightGear: Difference between revisions

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==== Uniforms ====
==== Uniforms ====
The uniforms section is used
The uniforms section is the mechanism that feeds the parameter data to the shader program.
<uniform>
  <name>view_pitch_offset</name>
  <type>float</type>
  <value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
  <name>view_heading_offset</name>
  <type>float</type>
  <value><use>view_heading_offset</use></value>
</uniform>
<uniform>
  <name>field_of_view</name>
  <type>float</type>
  <value><use>view_fov</use></value>
</uniform>
<uniform>
  <name>landing_light1_offset</name>
  <type>float</type>
  <value><use>landing_light1_offset</use></value>
</uniform>
<uniform>
  <name>landing_light2_offset</name>
  <type>float</type>
  <value><use>landing_light2_offset</use></value>
</uniform>
<uniform>
  <name>use_searchlight</name>
  <type>int</type>
  <value><use>use_searchlight</use></value>
</uniform>
<uniform>
  <name>use_landing_light</name>
  <type>int</type>
  <value><use>use_landing_light</use></value>
</uniform>
<uniform>
  <name>use_alt_landing_light</name>
  <type>int</type>
  <value><use>use_alt_landing_light</use></value>
</uniform>
<uniform>
  <name>display_xsize</name>
  <type>int</type>
  <value><use>display_xsize</use></value>
</uniform>
<uniform>
  <name>display_ysize</name>
  <type>int</type>
  <value><use>display_ysize</use></value>
</uniform>


=== Shader Program ===
=== Shader Program ===
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