inout in glsl

This topic contains 2 replies, has 2 voices, and was last updated by  dgu 3 years, 10 months ago.

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  • #31590

    dgu
    Member

    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

    #38324

    Arron
    Member

    Hi David,
    inout is a valid GLSL ES 100 (ES 2.0) keyword. Are you experiencing issues trying to use it?

    Regards.

    #38325

    dgu
    Member

    I had compilation error , it s now solve.thanks
    david

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