My understanding of GLKBaseEffect
is that it comes with some kind of general-purpose vertex and fragment shaders, and when [baseEffect prepareToDraw]
is called, the effect passes its property values like transform
and fog
to OpenGL uniforms and attributes, so that the default shaders receive the uniforms they expect.
Does anybody know how those uniforms and attributes are named? Better, does anybody have the source code of the standard shaders of GLKBaseEffect
?