public SetUniform ( string name, CurrentTextureType current ) : void | ||
name | string | Name of the texture in the shader |
current | CurrentTextureType | |
Результат | void |
This overload maps a shader texture variable to the texture of the object being drawn, which cannot be known in advance. The second argument must be CurrentTexture. The corresponding parameter in the shader must be a 2D texture (sampler2D
GLSL type).
Example: uniform sampler2D current; // this is the variable in the shader
shader.setUniform("current", Shader.CurrentTexture);
public SetUniform ( string name, CurrentTextureType current ) : void | ||
name | string | Name of the texture in the shader |
current | CurrentTextureType | |
Результат | void |