Uniforms Uniforms are another way to pass data from our application on the CPU to the shaders on the GPU — 1. uniforms are global. Global, meaning that a uniform variable is unique per shader program object, and can be accessed from any shader at any stage in the shader program 2. uniforms will keep their values until they're either reset or updated
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Components of a vector can be accessed via vec.xwhere x is the first component of the vector. You can use .x, .y, .z and .w to access their first, second, third and fourth component respectively. GLSL also allows you to use rgba for colors or stpq for texture coordinates, accessing the same components.