struct new in Git masterDistanceFieldVectorDrawUniform
Per-draw uniform for distance field vector shaders.
Together with the generic TransformationProjectionUniform2D / TransformationProjectionUniform3D contains parameters that are specific to each draw call. Texture transformation, if needed, is supplied separately in a TextureTransformationUniform; material-related properties are expected to be shared among multiple draw calls and thus are provided in a separate DistanceFieldVectorMaterialUniform structure, referenced by materialId.
Provided to allow the use of method chaining for populating a structure in a single expression, otherwise equivalent to accessing the fields directly. Also guaranteed to provide backwards compatibility when packing of the actual fields changes.
Shaders:: DistanceFieldVectorDrawUniform:: materialId
References a particular material from a DistanceFieldVectorMaterialUniform array. Useful when an UBO with more than one material is supplied or in a multi-draw scenario. Should be less than the material count passed to DistanceFieldVectorGL::
1, this field is assumed to be
0 and isn't even read by the shader. Default value is
0, meaning the first material gets used.