public abstract void UniformMatrix4fv(IUniformLocation location, bool transpose, float[] value);
//------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------ public void BindTexture(IUniformLocation uniform, ITexture texture, int index) { this._context.ActiveTexture(this._activeTextureTarget[index]); this._context.BindTexture(WebGLE.Texture_2D, texture); this._context.Uniform1i(uniform, index); }
public abstract void Uniform4i(IUniformLocation location, int x, int y, int z, int w);
public abstract void Uniform4iv(IUniformLocation location, int[] v);
public abstract void Uniform4f(IUniformLocation location, float x, float y, float z, float w);
public abstract void Uniform4fv(IUniformLocation location, float[] v);
public abstract void Uniform3f(IUniformLocation location, float x, float y, float z);
public abstract void Uniform3i(IUniformLocation location, int x, int y, int z);
public abstract void Uniform2i(IUniformLocation location, int x, int y);
public abstract void Uniform2f(IUniformLocation location, float x, float y);
public abstract void Uniform1i(IUniformLocation location, int x);
public abstract void Uniform1f(IUniformLocation location, float x);
public abstract List<float> GetUniform(IShaderProgram program, IUniformLocation location);