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Facilitates GLSL uniform integration and management for dynamic shader effects.
The glslUniforms
node is designed to facilitate the integration and management of GLSL (OpenGL Shading Language) uniforms within your shader programs. This node allows you to define and pass various types of uniform variables, such as textures and values, to your GLSL shaders, enabling dynamic and flexible rendering effects. By using this node, you can easily manage and update shader parameters, ensuring that your shaders receive the necessary data to produce the desired visual outcomes. The glslUniforms
node is particularly useful for AI artists who want to create complex visual effects without delving deeply into the technical intricacies of GLSL programming.
This parameter allows you to input an image texture that can be used within your GLSL shader. You can provide multiple images if needed. The texture will be accessible in the shader as a uniform variable, enabling you to apply various image-based effects. There is no specific minimum or maximum value for this parameter, and it can accept any valid image input.
Similar to u_tex0
, this parameter allows you to input an additional image texture for use within your GLSL shader. You can provide multiple images if needed. This texture will also be accessible as a uniform variable in the shader, allowing for more complex image-based effects. There is no specific minimum or maximum value for this parameter, and it can accept any valid image input.
This parameter functions like u_tex0
and u_tex1
, allowing you to input yet another image texture for use within your GLSL shader. Multiple images can be provided if needed. The texture will be accessible as a uniform variable in the shader, enabling further image-based effects. There is no specific minimum or maximum value for this parameter, and it can accept any valid image input.
This parameter allows you to input a fourth image texture for use within your GLSL shader, similar to u_tex0
, u_tex1
, and u_tex2
. Multiple images can be provided if needed. The texture will be accessible as a uniform variable in the shader, allowing for even more complex image-based effects. There is no specific minimum or maximum value for this parameter, and it can accept any valid image input.
This parameter allows you to input a value that can be used within your GLSL shader. The value can be of any type (e.g., int, float, list, or tuple) and will be accessible as a uniform variable in the shader. This enables you to pass various types of data to your shader, such as numerical values or vectors. There is no specific minimum or maximum value for this parameter, and it can accept any valid input.
Similar to u_val0
, this parameter allows you to input an additional value for use within your GLSL shader. The value can be of any type and will be accessible as a uniform variable in the shader. This enables you to pass more data to your shader, such as additional numerical values or vectors. There is no specific minimum or maximum value for this parameter, and it can accept any valid input.
This parameter functions like u_val0
and u_val1
, allowing you to input yet another value for use within your GLSL shader. The value can be of any type and will be accessible as a uniform variable in the shader. This enables you to pass even more data to your shader, such as further numerical values or vectors. There is no specific minimum or maximum value for this parameter, and it can accept any valid input.
This parameter allows you to input a fourth value for use within your GLSL shader, similar to u_val0
, u_val1
, and u_val2
. The value can be of any type and will be accessible as a uniform variable in the shader. This enables you to pass additional data to your shader, such as more numerical values or vectors. There is no specific minimum or maximum value for this parameter, and it can accept any valid input.
The output of the glslUniforms
node is a GLSL_CONTEXT
object, which contains all the defined uniforms and textures. This context object is essential for rendering your GLSL shaders, as it provides the necessary data for the shaders to produce the desired visual effects. The uniforms
output ensures that all the input parameters are correctly passed to the shader, enabling dynamic and flexible rendering.
u_tex0
, u_tex1
, u_tex2
, and u_tex3
are of appropriate resolution and format for your shader to process them effectively.u_val0
, u_val1
, u_val2
, u_val3
) to pass dynamic data to your shader, such as time, resolution, or other variables that can change during rendering.glslUniforms
node.glslUniforms
node.© Copyright 2024 RunComfy. All Rights Reserved.