void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value) { if (location == -1) return; GPU_CHECK_ERRORS_AROUND(glUniform1i(location, value)); }
int GPU_shader_get_attribute(GPUShader *shader, const char *name) { int index; GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocation(shader->program, name)); return index; }
void GPU_shader_bind_attribute(GPUShader *shader, int location, const char *name) { GPU_CHECK_ERRORS_AROUND(glBindAttribLocation(shader->program, location, name)); }