GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GL_UseProgramObject(program); qglUniformMatrix4fvARB(location, count, transpose, value); }
void GLSL_BindProgram(shaderProgram_t * program) { GLuint programObject = program ? program->program : 0; char *name = program ? program->name : "NULL"; if(r_logFile->integer) { // don't just call LogComment, or we will get a call to va() every frame! GLimp_LogComment(va("--- GLSL_BindProgram( %s ) ---\n", name)); } if (GL_UseProgramObject(programObject)) backEnd.pc.c_glslShaderBinds++; }
GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { GL_UseProgramObject(program); qglUniform1fvARB(location, count, value); }
GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { GL_UseProgramObject(program); qglUniform4fARB(location, v0, v1, v2, v3); }
GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0) { GL_UseProgramObject(program); qglUniform1fARB(location, v0); }