void GLSLProgram::setUniform(int uniformLoc, Vec2f& vec) { assert(m_linked); glUniform2fv(uniformLoc, 1, vec.ptr()); }
void ShaderProgramGl::setUniform(const string &name, const Vec2f &value){ assertGl(); glUniform2fvARB(getLocation(name), 1, value.ptr()); assertGl(); }