Goal: To send a single float, that changes every frame, to the shader.
In the update method, i'm guessing I call it like so:
//timeOfDay is a global float
//in update
GLint loc = glGetUniformLocation(shaderOne.getShaderIndex(), "TimeOfDay");
glUniform1f(loc, timeOfDay)
In the vertex and fragment shader, can I use the passed variables like this:
uniform float TimeOfDay;
//do stuff with TimeOfDay
Is this correct?