struct new in Git master
Per-draw uniform for flat 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 FlatMaterialUniform 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:: FlatDrawUniform:: materialId
References a particular material from a FlatMaterialUniform 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 the FlatGL::
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.
Shaders:: FlatDrawUniform:: objectId
Used only for the object ID framebuffer output, not to access any other uniform data. Default value is