# SDL_SetGPURenderStateFragmentUniforms Set fragment shader uniform variables in a custom GPU render state. ## Header File Defined in [<SDL3/SDL_render.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_render.h) ## Syntax ```c bool SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length); ``` ## Function Parameters | | | | | ------------------------------------------ | -------------- | ------------------------------------------ | | [SDL_GPURenderState](SDL_GPURenderState) * | **state** | the state to modify. | | [Uint32](Uint32) | **slot_index** | the fragment uniform slot to push data to. | | const void * | **data** | client data to write. | | [Uint32](Uint32) | **length** | the length of the data to write. | ## Return Value (bool) Returns true on success or false on failure; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks The data is copied and will be pushed using [SDL_PushGPUFragmentUniformData](SDL_PushGPUFragmentUniformData)() during draw call execution. ## Thread Safety This function should be called on the thread that created the renderer. ## Version This function is available since SDL 3.4.0. ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryRender](CategoryRender)