int ShaderProgramGL::getUniformLocation(const char *id) const { int i = oxglGetUniformLocation(_program, id); //if (i == -1) CHECKGL(); return i; }
void VideoDriverGLES20::setUniform(const char* id, float val) { int p = oxglGetUniformLocation(_program, id); if (p == -1) return; oxglUniform1f(p, val); CHECKGL(); }
void VideoDriverGLES20::setUniform(const char* id, const Vector3* v, int num) { int p = oxglGetUniformLocation(_program, id); if (p == -1) return; oxglUniform3fv(p, num, &v->x); CHECKGL(); }
void VideoDriverGLES20::setUniform(const char* id, const Matrix* mat) { int p = oxglGetUniformLocation(_program, id); if (p == -1) return; oxglUniformMatrix4fv(p, 1, GL_FALSE, mat->ml); CHECKGL(); }
void VideoDriverGLES20::setUniformInt(const char* id, int v) { int location = oxglGetUniformLocation(_program, id); if (location == -1) return; oxglUniform1i(location, v); CHECKGL(); }