Difference between revisions of "Shader:getExternVariable"
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=== Returns === | === Returns === | ||
{{param|ShaderVariableType|type (nil)|The base type of the variable.}} | {{param|ShaderVariableType|type (nil)|The base type of the variable.}} | ||
− | {{param|number|components (nil)|The number of components in the variable (e.g. 2 for a vec2.)}} | + | {{param|number|components (nil)|The number of components in the variable (e.g. 2 for a vec2 or mat2.)}} |
{{param|number|arrayelements (nil)|The number of elements in the array if the variable is an array, or 1 if not.}} | {{param|number|arrayelements (nil)|The number of elements in the array if the variable is an array, or 1 if not.}} | ||
== See Also == | == See Also == |
Revision as of 01:48, 11 August 2014
Available since LÖVE 0.9.2 |
This function is not supported in earlier versions. |
Gets information about an 'extern' ('uniform') variable in the shader.
Returns nil if the variable name doesn't exist in the shader, or if the video driver's shader compiler determined that the variable is not used to affect the final output of the shader.
Function
Synopsis
type, components, arrayelements = Shader:getExternVariable( name )
Arguments
string name
- The name of the extern variable.
Returns
ShaderVariableType type (nil)
- The base type of the variable.
number components (nil)
- The number of components in the variable (e.g. 2 for a vec2 or mat2.)
number arrayelements (nil)
- The number of elements in the array if the variable is an array, or 1 if not.
See Also
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