
setUniform1f(name, f1)
- passes a float value from the main program to the vertex or fragment program.
name:
- Type: string
- name of the float value
- Type: float
- the float value
Note:
- Shaders work with Viewport Shading GLSL and Viewport Shading Multitexture.
- Shaders don't work with Viewport Shading Singletexture.

Sample Code
############################# pass a float value
############## main program
def main():
# import bge
import bge
# get the current controller
cont = bge.logic.getCurrentController()
# get object that owns this controller
obj = cont.owner
# Get a list of the mesh
meshList = obj.meshes
# Get the first mesh on the object
mesh = meshList[0]
# only one material on mesh
mat = mesh.materials[0]
# Using Blender GLSL Materials or Blender Multitexture Materials?
if hasattr( mat, 'getMaterialIndex') == True:
import bge
# get the current controller
cont = bge.logic.getCurrentController()
# get object that owns this controller
obj = cont.owner
# Get a list of the mesh
meshList = obj.meshes
# Get the first mesh on the object
mesh = meshList[0]
# only one material on mesh
mat = mesh.materials[0]
# Using Blender GLSL Materials or Blender Multitexture Materials?
if hasattr( mat, 'getMaterialIndex') == True:
# get shader envelope
shader = mat.getShader()
# did it get the shader envelope?
if shader != None:
shader = mat.getShader()
# did it get the shader envelope?
if shader != None:
# set the source and use it
shader.setSource(VertexProgram,FragmentProgram, True)
# name a float variable and pass it to shader
shader.setUniform1f("redChannel", 0.0)
shader.setSource(VertexProgram,FragmentProgram, True)
# name a float variable and pass it to shader
shader.setUniform1f("redChannel", 0.0)
####### end of main program
VertexProgram = """
void main()
{
// OpenGL glsl code
gl_Position = ftransform();
}
"""
FragmentProgram = """
// float passed from main program
uniform float redChannel;
void main()
{
// Turn cube green
gl_FragColor = vec4(redChannel, 1.0, 0.0, 1.0);
}
"""
############ Run Program
main()