/* * * Core in: * OpenGL : 2.0 * OpenGLES : 3.0 */ void rglUniform2ui(GLint location, GLuint v0, GLuint v1) { #if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3) glUniform2ui(location, v0, v1); #endif }
void Z3DShaderProgram::setUniformValue(GLint loc, GLuint v1, GLuint v2) { if (loc != -1) { glUniform2ui(loc, v1, v2); } }
void shader_gl3::uniform(const char* name, const uint2& arg1) const { A2E_CHECK_UNIFORM_EXISTENCE(name); A2E_CHECK_UNIFORM_TYPE(name, GL_UNSIGNED_INT_VEC2); glUniform2ui(A2E_SHADER_GET_UNIFORM_POSITION(name), arg1.x, arg1.y); }
void GLProgram::uniform(const char * name, unsigned int f1,unsigned int f2){ bind_shader(*this); glUniform2ui(uform_loc(name),f1,f2); }
void Shader::BindUInt(const std::string &name, unsigned int v0, unsigned int v1) { int id = GetUniformLocation(name); if (id != -1) glUniform2ui(id, v0, v1); }
void glsl_uniformui(int location, unsigned v0, unsigned v1) { glUniform2ui(location, v0, v1); }
void shader_gles3::uniform(const char* name, const unsigned int& arg1, const unsigned int& arg2) const { A2E_CHECK_UNIFORM_EXISTENCE(name); A2E_CHECK_UNIFORM_TYPE(name, GL_UNSIGNED_INT_VEC2); glUniform2ui(A2E_SHADER_GET_UNIFORM_POSITION(name), arg1, arg2); }
void Uniform::set2ui(GLuint x, GLuint y) { glUniform2ui(uniformLocation, x, y); }
GLvoid Program::setUniform(GLint location, GLuint v0, GLuint v1) { glUniform2ui(location, v0, v1); }
void ShaderUniform::uploadUvec2() { glUniform2ui(_location, _value.uvec[0], _value.uvec[1]); }