Shader.setUniform
- void setUniform(const(char)[] name, float x)
- void setUniform(const(char)[] name, ref const(Vec2) vector)
- void setUniform(const(char)[] name, ref const(Vec3) vector)
- void setUniform(const(char)[] name, ref const(Vec4) vector)
- void setUniform(const(char)[] name, int x)
- void setUniform(const(char)[] name, ref const(Ivec2) vector)
- void setUniform(const(char)[] name, ref const(Ivec3) vector)
- void setUniform(const(char)[] name, ref const(Ivec4) vector)
- void setUniform(const(char)[] name, bool x)
- void setUniform(const(char)[] name, ref const(Bvec2) vector)
- void setUniform(const(char)[] name, ref const(Bvec3) vector)
- void setUniform(const(char)[] name, ref const(Bvec4) vector)
- void setUniform(const(char)[] name, ref const(Mat3) matrix)
- void setUniform(const(char)[] name, ref const(Mat4) matrix)
- void setUniform(const(char)[] name, const(Texture) texture)
- void setUniform(const(char)[] name, CurrentTextureType)
- void opIndexAssign(CurrentTextureType, const(char)[] name)
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Specify current texture as sampler2D uniform.
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).