public void setUniform(string name, float value, float value2, float value3, float value4) { if (Uniforms.ContainsKey(name)) { GL.Uniform4(Uniforms[name].address, value, value2, value3, value4); } else { logWarning(string.Format("Warning: \"{0}\" not found in shader \"{1}\"", name, Name)); } }
public void setUniform(string name, Matrix4 mat) { if (Uniforms.ContainsKey(name)) { GL.UniformMatrix4(Uniforms[name].address, false, ref mat); } else { logWarning(string.Format("Warning: \"{0}\" not found in shader \"{1}\"", name, Name)); } }
public void setUniform(string name, bool value) { if (Uniforms.ContainsKey(name)) { GL.Uniform1(Uniforms[name].address, (value) ? 1 : 0); } else { logWarning(string.Format("Warning: \"{0}\" not found in shader \"{1}\"", name, Name)); } }
public void setUniform(string name, Matrix4[] mat) { if (Uniforms.ContainsKey("{name}[0]")) { for (int i = 0; i < mat.Length; i++) { int loc = GL.GetUniformLocation(Pointer, "{name}[{i}]"); GL.UniformMatrix4(loc, false, ref mat[i]); } } else { logWarning(string.Format("Warning: \"{0}\" not found in shader \"{1}\"", name, Name)); } }