# Constant vec3 array - no go

**URL:** <https://community.khronos.org/t/constant-vec3-array-no-go/60184>\
**Category:** OpenGL\
**Tags:** glsl\
**Created:** [March 2, 2010, 11:54am UTC](https://community.khronos.org/t/constant-vec3-array-no-go/60184 "2010-03-02T11:54:28Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![Ilian\_Dinev](https://community.khronos.org/user_avatar/community.khronos.org/ilian_dinev/32/109_2.png) [@Ilian\_Dinev](https://community.khronos.org/u/Ilian_Dinev)\
**Post date:** [March 2, 2010, 8:50pm UTC](https://community.khronos.org/t/constant-vec3-array-no-go/60184/7 "2010-03-02T20:50:54Z")

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Thanks for the correction; I looked closer at the spec for this, and found the solution:

```auto

const vec3 MyArray[4]=vec3[4](
	vec3(1.5,34.4,3.2),
	vec3(1.6,34.1,1.2),
	vec3(18.981777,6.258294,-27.141813),
	vec3(1.0,3.0,1.0)
);

```

No curly brackets.

Edit:  
And OUCH. Replacing one of my uniform-arrays with such a const vec4[] dropped framerate from 93fps to 2fps :S.  
Removing the “const” makes it run at 8fps.  
Replacing the “const” with “uniform” (again, no curly brackets) restores it to 93fps.

GTX275, 196.34 (beta), winxp.

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