I want to implement some kind of lighting. And i'm making a struct, that contains light sourse properties in vertex shader:
struct Light
{
vec4 color;
vec4 pos;
...
};
In my app i want to have several light sources. So i put:
uniform Light[10];
How can i then load these uniforms from the app ? Is it a good approach or better to have:
uniform vec4 LightColor[10];
uniform vec4 LightPos[10];
...
I think you can't pass structures to OpenGL ES shaders. Please check this SO discussion that seems to confirm it:
Passing own struct into opengl es 2.0 shader
I think it's safer to use your second proposal based on the arrays of vec4 uniforms.