Why cant i access built in uniforms values

not an important question im just curious about the reasoning about why i cant access built in uniform values

                test_shader.glsl programID=4 vsID=5 fsID=6 valid:(1) num_attached_shaders=2 ( 5 6 )
num:0 loc: 0                                            tex0   sampler2D val=0
num:1 loc: 1                                            tex1   sampler2D val=0
num:2 loc:-1                       gl_LightSource[0].ambient   float4 val=
num:3 loc:-1                       gl_ModelViewMatrixInverse   mat4 val=
num:4 loc:-1           gl_ModelViewProjectionMatrixTranspose   mat4 val=

it would be nice if i could query gl_LightSource[0].ambient etc as well with glGetUniformfv (i cant though cause it hasnt a valid location)
sure i could do a glGetFloatv( GL_LIGHT… AMBIENT ) but thats a messery option

what is the logic behind this limitation?

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