# 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.

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[CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryRender](CategoryRender)