I'm using apple's opengl shader builder to learn GLSL.
And the problem I'm having is that I do not understand how to modify the uniform I defined in a frag shader.
As you can see I have a uniform variable named "someValue" with type GL_INT.
And in the Symbols view it shows three blank field for me to filled out.
The variable I defined is in GL_INT type so which blank should I use anyway and why is there 3 blank fields ?
And for the uniform "tex":
say I have 3 texture in slot 0 ~ 2.
What should I fill in the 3 blank fields to change the texture I want to use ? (I tried some combination and it seems only the second blank will do the work -- eg. fill in 1 for GL_TEXTURE1)