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uniform
Constant data passed into a GPU shader that stays fixed for the whole draw.
A uniform is a value that's the same ("uniform") across every vertex and pixel processed in a single draw call — unlike per-vertex attributes, which vary. Examples are transformation matrices, lighting parameters, or the current time. Shaders read uniforms but cannot modify them; larger sets of them are grouped into a UBO.
See also
- UBOA block of constant values a GPU shader can read but not change during drawing.
- vertex shaderA small GPU program that runs once per corner point of your 3D geometry.
- VulkanA modern, low-level programming interface for talking directly to graphics and compute hardware.
Referenced by
UBO · vertex shader · VMA