![c++ - GLSL: Choosing which texture to use in the fragment shader by indexing into a uniform array of structs based on the world-position of the fragment - Stack Overflow c++ - GLSL: Choosing which texture to use in the fragment shader by indexing into a uniform array of structs based on the world-position of the fragment - Stack Overflow](https://i.stack.imgur.com/5UmIA.png)
c++ - GLSL: Choosing which texture to use in the fragment shader by indexing into a uniform array of structs based on the world-position of the fragment - Stack Overflow
![Sean Baxter on Twitter: "I flipped the nonuniformEXT around. By default, subscripts into resource arrays are implicitly nonuniformEXT. The compiler uses pretty accurate heuristics to determine if the index is dynamically uniform, Sean Baxter on Twitter: "I flipped the nonuniformEXT around. By default, subscripts into resource arrays are implicitly nonuniformEXT. The compiler uses pretty accurate heuristics to determine if the index is dynamically uniform,](https://pbs.twimg.com/media/EqgrlFUXUAIrUJ0.png)
Sean Baxter on Twitter: "I flipped the nonuniformEXT around. By default, subscripts into resource arrays are implicitly nonuniformEXT. The compiler uses pretty accurate heuristics to determine if the index is dynamically uniform,
![Vulkan shader problem on Mali Gpu: Accessing array elements inside an Uniform buffer returns all-zero values - Graphics, Gaming, and VR forum - Support forums - Arm Community Vulkan shader problem on Mali Gpu: Accessing array elements inside an Uniform buffer returns all-zero values - Graphics, Gaming, and VR forum - Support forums - Arm Community](https://community.arm.com/resized-image/__size/320x240/__key/communityserver-discussions-components-files/13/VulkanShading.png)
Vulkan shader problem on Mali Gpu: Accessing array elements inside an Uniform buffer returns all-zero values - Graphics, Gaming, and VR forum - Support forums - Arm Community
![c++ - GLSL: Choosing which texture to use in the fragment shader by indexing into a uniform array of structs based on the world-position of the fragment - Stack Overflow c++ - GLSL: Choosing which texture to use in the fragment shader by indexing into a uniform array of structs based on the world-position of the fragment - Stack Overflow](https://i.stack.imgur.com/4ujPp.png)
c++ - GLSL: Choosing which texture to use in the fragment shader by indexing into a uniform array of structs based on the world-position of the fragment - Stack Overflow
![opengl - How to access an uniform array with a float as index in GLSL? - Game Development Stack Exchange opengl - How to access an uniform array with a float as index in GLSL? - Game Development Stack Exchange](https://i.stack.imgur.com/qFKS4.png)