<div dir="ltr"><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">While the GLSL ES 3.00 (.4) spec says (The GLSL ES 3.1 spec contains<br>
this wording too)<br>
> All uniform variables are read-only. They are initialized to 0 at link time and may be updated through the API.<br>
So I think we're correct in disallowing it.<br></blockquote><div><br></div><div>Ok, fair enough. /me shakes fist at the list of "removed from 3.30" GLSL spec section not mentioning it.</div><div><br></div><div>
<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Chalk it up to another trivial divergence of ES in unexpected way.<br>Ian, does it seem like we can make a really trivial extension that<br>
gives you back the wording in the Desktop GLSL spec? Are there other<br>
interactions we need to think about? There's already wording<br>
explicitly disallowing initializing samplers in a shader.<br></blockquote><div><br></div><div>Probably not worth it then. Everyone will have to support "no initializers" case for the foreseeable future if that's what all current implementations do.</div>
</div><div class="gmail_extra"><br></div>Thanks for the info!</div><div class="gmail_extra"><br clear="all"><div><br></div>-- <br>Aras Pranckevičius<br>work: <a href="http://unity3d.com">http://unity3d.com</a><br>home: <a href="http://aras-p.info">http://aras-p.info</a>
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