void ShaderProgram::setAttribute(GLint index, const Vector4<GLushort> &v) { glVertexAttrib4usv(index, &(v.x)); }
void shader_gl3::attribute(const char* name, const ushort4* arg1) const { A2E_CHECK_ATTRIBUTE_EXISTENCE(name); A2E_CHECK_ATTRIBUTE_TYPE(name, GL_FLOAT_VEC4); glVertexAttrib4usv(A2E_SHADER_GET_ATTRIBUTE_POSITION(name), (GLushort*)arg1); }