Add required 'uniform' to glsl varaibles in documentation

This commit is contained in:
baldurk
2016-07-25 11:13:35 +02:00
parent fefb6b2526
commit ffa96736ee
+12 -5
View File
@@ -71,7 +71,7 @@ Texture dimensions
.. code:: c++
uint4 RENDERDOC_TexDim; // hlsl
uvec4 RENDERDOC_TexDim; // glsl
uniform uvec4 RENDERDOC_TexDim; // glsl
This variable will be filled out with the following values:
@@ -87,7 +87,9 @@ Selected Mip level
.. highlight:: c++
.. code:: c++
uint RENDERDOC_SelectedMip;
uint RENDERDOC_SelectedMip; // hlsl
uniform uint RENDERDOC_SelectedMip; // glsl
This variable will be filled out with the selected mip level in the UI.
@@ -97,7 +99,9 @@ Selected Slice/Face
.. highlight:: c++
.. code:: c++
uint RENDERDOC_SelectedSliceFace;
uint RENDERDOC_SelectedSliceFace; // hlsl
uniform uint RENDERDOC_SelectedSliceFace; // glsl
This variable will be filled out with the selected texture array slice (or cubemap face) in the UI.
@@ -107,7 +111,9 @@ Selected Multisample sample
.. highlight:: c++
.. code:: c++
int RENDERDOC_SelectedSample;
int RENDERDOC_SelectedSample; // hlsl
uniform int RENDERDOC_SelectedSample; // glsl
This variable will be filled out with the selected multisample sample index as chosen in the UI. If the UI has 'average value' selected, this variable will be negative and with an absolute value equal to the number of samples.
@@ -119,7 +125,8 @@ Current texture type
.. highlight:: c++
.. code:: c++
uint RENDERDOC_TextureType;
uint RENDERDOC_TextureType; // hlsl
uniform uint RENDERDOC_TextureType; // glsl
This variable will be set to a given integer value, depending on the type of the current texture being displayed. This can be used to sample from the correct resource.