Dear Team
i dont know how to translate the inout keywork in glsl (glsl_version : 130) to gles 2.0
int bsdf_check_type_2_9830(
inout State state,
vec3 msl_n_g,
vec3 msl_fixed_dir,
vec3 msl_sampled_dir,
int msl_allowed)
{
…
}
where
struct State {
vec4 tex_coord[4];
vec3 tangent_u[1];
vec3 tangent_v[1];
vec3 geometry_tangent_u[1];
vec3 geometry_tangent_v[1];
vec3 tex_du[4];
vec3 tex_dv[4];
vec3 position;
vec3 origin;
vec3 normal;
vec3 geom_normal;
vec3 motion;
vec2 raster;
vec3 direction;
float ray_length;
mat3 tangent_space[1];
float importance;
vec4 volume_input;
vec3 light_position;
vec3 light_direction;
vec3 light_to_surface;
float light_distance;
float light_dotnl;
float light_area;
int light_type;
float light_spread;
float light_spread_cos;
float light_distance_limit;
};
i see it as a varying but i am not sure ., do you a kind reference card for mapping ?
kind regards
david
Hi David,
inout is a valid GLSL ES 100 (ES 2.0) keyword. Are you experiencing issues trying to use it?
Regards.
I had compilation error , it s now solve.thanks
david