On 11/28/23 09:58, cyrille henry wrote:
Hello all, Iohannes

I noticed few commit about arrays support in glsl_program.
Do you have a small example on the way to use array in shaders?

see the attached example.

vmfds
IOhannes



#version 120
/* uniform arrays require a minimum version of 120 */

/* a 4-element array */
uniform float myArray[4];
/* a 2-element vector */
uniform vec2 dimen;

uniform sampler2D MyTex;

void main() {
  vec2 uv = gl_FragCoord.xy / dimen;
  vec4 gain = vec4(myArray[0], myArray[1], myArray[2], myArray[3]);
  gl_FragColor = (texture2D(MyTex, uv)) * gain;
}


#N canvas 666 200 767 697 10;
#X declare -lib Gem;
#X obj 76 22 gemhead;
#X obj 170 264 print linking;
#X obj 76 520 pix_texture;
#X msg 548 116 color 1 0 0;
#X obj 76 197 glsl_fragment;
#N canvas 87 154 247 179 Gem.init 0;
#X obj 118 46 loadbang;
#X msg 118 81 reset;
#X obj 118 113 outlet;
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#N canvas 340 107 682 322 gemwin 0;
#X obj 102 122 tgl 15 0 \$0-gemstart \$0-gemstart empty 17 7 0 10 #fcfcfc #000000 #000000 0 1;
#X obj 102 161 r \$0-gemstart;
#X obj 102 182 select 1 0;
#X msg 102 214 create \, 1;
#X msg 177 215 destroy;
#X obj 102 239 t a;
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#X obj 318 255 gemwin;
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#X obj 318 287 outlet;
#X obj 350 128 route create destroy;
#X obj 350 150 t b;
#X msg 350 172 1;
#X obj 390 150 t b;
#X msg 390 172 0;
#X obj 350 195 t f;
#X msg 350 219 set \$1;
#X text 118 122 rendering;
#X connect 1 0 2 0;
#X connect 2 0 3 0;
#X connect 2 1 4 0;
#X connect 3 0 5 0;
#X connect 4 0 5 0;
#X connect 5 0 8 0;
#X connect 6 0 8 0;
#X connect 7 0 9 0;
#X connect 8 0 7 0;
#X connect 8 1 10 0;
#X connect 10 0 11 0;
#X connect 10 1 13 0;
#X connect 11 0 12 0;
#X connect 12 0 15 0;
#X connect 13 0 14 0;
#X connect 14 0 15 0;
#X connect 15 0 16 0;
#X connect 16 0 0 0;
#X coords 0 -1 1 1 85 40 1 100 100;
#X restore 548 163 pd gemwin;
#X msg 32 167 print;
#X msg 39 340 print;
#X floatatom 163 420 0 0 0 0 - - - 0;
#X msg 152 243 link \$1;
#X obj 151 221 change;
#X obj 604 13 declare -lib Gem;
#X obj 343 52 bng 15 250 50 0 empty empty empty 0 -6 0 8 #fcfcfc #000000 #000000;
#X text 375 50 <- load shader;
#X obj 76 544 rectangle 3 3;
#N canvas 0 50 450 250 (subpatch) 0;
#X array array 4 float 3;
#A 0 1 0.442861 0.342857 0.985713;
#X coords 0 1 4 -1 200 140 1;
#X restore 301 449 graph;
#X obj 76 499 pix_test 512 512;
#X msg 209 60 bang;
#X obj 209 83 openpanel;
#X msg 209 129 open \$1;
#X obj 209 106 symbol shaderarrays.frag;
#X obj 362 646 s array;
#X msg 362 623 const \$1;
#X obj 362 599 tgl 18 0 empty empty empty 0 -9 0 10 #fcfcfc #000000 #000000 0 1;
#X msg 268 130 shaderarrays.frag;
#X obj 343 71 t b b;
#X obj 312 284 tgl 18 0 empty empty empty 0 -9 0 10 #fcfcfc #000000 #000000 0 1;
#X obj 312 330 t a;
#X msg 362 378 myArray array;
#X msg 312 307 myArray \$1 \$1 \$1 1;
#X obj 76 367 glsl_program \; dimen 512 512 \; myArray 1 1 1 1;
#X text 524 470 when changing an array \, you must resend the data., f 26;
#X text 459 378 set the uniform-array to the values of 'array';
#X text 453 305 set the uniform-array via a list;
#X connect 0 0 4 0;
#X connect 2 0 15 0;
#X connect 3 0 6 0;
#X connect 4 0 31 0;
#X connect 4 1 11 0;
#X connect 5 0 6 0;
#X connect 7 0 4 0;
#X connect 8 0 31 0;
#X connect 10 0 1 0;
#X connect 10 0 31 0;
#X connect 11 0 10 0;
#X connect 13 0 26 0;
#X connect 17 0 2 0;
#X connect 18 0 19 0;
#X connect 19 0 21 0;
#X connect 20 0 4 0;
#X connect 21 0 20 0;
#X connect 23 0 22 0;
#X connect 24 0 23 0;
#X connect 25 0 21 0;
#X connect 26 0 21 0;
#X connect 27 0 30 0;
#X connect 28 0 31 0;
#X connect 29 0 28 0;
#X connect 30 0 28 0;
#X connect 31 0 17 0;
#X connect 31 1 9 0;

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