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(Not an answer.) |
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It would be nice to know, yeah. I'm worried when I have to create a shader all over again just when I update values. In GLSL uniforms are very quick, you get the uniform ID, and you can set the value directly using that id and poof, instantly updated. Something like this would be nice if you have a SKRuntimeEffectUniform myFloat = 0.5f; and later.. myFloat.Set(1.0f); Would be nice if that's all that was needed. |
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Is it possible to update the uniform values of an SKShader after its creation?
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