# Example/Dynamically Uniform Expression

From OpenGL.org

This example code shows what are and are not dynamically uniform expressions.

```
in vec3 fromPrevious;
in uvec2 fromRange;
const int foo = 5;
const uvec2 range = uvec2(2, 5);
uniform vec2 pairs;
uniform sampler2d tex;
void main()
{
foo; //constant expressions are dynamically uniform.
uint value = 21; //value is dynamically uniform.
value = range.x; //still dynamically uniform.
value = range.y + fromRange.y; //not dynamically uniform; current value comes from a non-dynamically uniform source.
value = 4; //dynamically uniform again.
if(fromPrevious.y < 3.14)
value = 12;
value; //NOT dynamically uniform. The value of this variable depends on fromPrevious, an input variable.
float number = abs(pairs.x); //number is dynamically uniform.
number = sin(pairs.y); //still dynamically uniform.
number = cos(fromPrevious.x); //not dynamically uniform.
vec4 colors = texture(tex, pairs.xy); //dynamically uniform, even though it comes from a texture.
//It uses the same texture coordinate, thus getting the same texel every time.
colors = texture(tex, fromPrevious.xy); //not dynamically uniform.
for(int i = range.x; i < range.y; ++i)
{
//loop initialized with, compared against, and incremented by dynamically uniform expressions.
i; //Therefore, it is dynamically uniform.
}
for(int i = fromRange.x; i < fromRange.y; ++i)
{
i; //Not dynamically uniform; `fromRange` is not dynamically uniform.
}
}
```