Shader: Problems setting a uniform array

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A workaround might have you use a series of vec4s instead…(a bit like AGALs Flash days with uniform vec4s…). But that requires in your shader, dividing float index by 4 to get base vec4 index (floored), getting remainder by subtracting floored value, and picking either X /Y/Z/W in shader with float pickResult = 0; // and add 4 dimensions pick-add lines.. pickResult += vector.[[x or y or z or w]]* float(remainder==[[0 or 1 or 2 or 3]]) casts , which is lame…hmm. THis was one of the reasons why i couldn’t get a HXsl shader transpiled code to work in Playcanvas as well, since that code uses float arrays.