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GLSL Storage Qualifiers

Qualifiers declare where a variable's value comes from: per-vertex inputs (attribute, or in for GLSL ES 3.0), per-draw constants (uniform), and values passed from vertex to fragment stage (varying, or out/in pairs in ES 3.0). Uniforms are read-only and identical for every invocation in a draw; stage-to-stage variables are interpolated across the primitive.

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Qualifiers declare where a variable's value comes from: per-vertex inputs (attribute, or in for GLSL ES 3.0), per-draw constants (uniform), and values passed from vertex to fragment stage (varying, or out/in pairs in ES 3.0). Uniforms are read-only and identical for every invocation in a draw; stage-to-stage variables are interpolated across the primitive.

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