Basics: Buffers and uniforms
Using uniforms
Manage data shared across an entire draw call.
Learning steps
A uniform is data shared by all vertices and fragments.
Typical uses:
- Transformation matrices (MVP).
- Time.
- Screen size.
- Light positions.
Characteristics:
- Read-only during a draw.
- Same value across every shader invocation.
Task
Create a uniform buffer.
Progress 0 / 3 completed
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