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Home/ Questions/Q 7537629
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T06:54:12+00:00 2026-05-30T06:54:12+00:00

There is a bool type for shader variables I’d like to use, but I

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There is a bool type for shader variables I’d like to use, but I couldn’t find what size it have. This matters because when setting up vertex attribute pointer I specify the type of data which can be

GL_BYTE,
GL_UNSIGNED_BYTE,
GL_SHORT,
GL_UNSIGNED_SHORT,
GL_INT,
GL_UNSIGNED_INT,
GL_FLOAT, or
GL_DOUBLE

In c++ generally bool should have the same size as 4 byte int, but can I assume the same for GLSL or does it have only 1 byte?

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  1. Editorial Team
    Editorial Team
    2026-05-30T06:54:14+00:00Added an answer on May 30, 2026 at 6:54 am

    This matters because when setting up vertex attribute pointer I specify the type of data which can be

    It’s irrelevant, since vertex attributes cannot be booleans. From the GLSL 3.30 specification:

    Vertex shader inputs can only be float, floating-point vectors, matrices, signed and unsigned integers and integer vectors. Vertex shader inputs can also form arrays of these types, but not structures.

    Booleans are not on that list.

    However, if you want to know what the size of a GLSL bool is in terms of uniform blocks, it has the same size as uint: 32-bits.

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