public void glUniform4f (int location, float x, float y, float z, float w) { GL20.glUniform4f(location, x, y, z, w); }
public void glUniform4f (int location, float x, float y, float z, float w) { GL20.glUniform4f(location, x, y, z, w); }
public void glUniform4f (int location, float x, float y, float z, float w) { GL20.glUniform4f(location, x, y, z, w); }
public void glUniform4f (int location, float x, float y, float z, float w) { GL20.glUniform4f(location, x, y, z, w); }
@Override public void glUniform4f(final int location, final float v0, final float v1, final float v2, final float v3) { GL20.glUniform4f(location, v0, v1, v2, v3); }
public void glUniform4f(int param1, float param2, float param3, float param4, float param5) { GL20.glUniform4f(param1, param2, param3, param4, param5); }
@Override public void setFloat4(String desc, float f1, float f2, float f3, float f4, boolean currentOnly) { if (isDisposed()) { return; } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniform4f(id, f1, f2, f3, f4); } else { TIntIntIterator it = disposalAction.shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniform4f(id, f1, f2, f3, f4); } restoreStateAfterUniformsSet(); } }
@Override public void glUniform4f(int location, float v1, float v2, float v3, float v4) { GL20.glUniform4f(location, v1, v2, v3, v4); }
@Override public void glUniform4f(int location, float v0, float v1, float v2, float v3) { GL20.glUniform4f(location, v0, v1, v2, v3); }
@Override public void glUniform4f(int location, float v0, float v1, float v2, float v3) { GL20.glUniform4f(location, v0, v1, v2, v3); }
@Override public void glUniform4f(int location, float x, float y, float z, float w) { GL20.glUniform4f(location, x, y, z, w); }
@Override public void glUniform4f(int location, float x, float y, float z, float w) { GL20.glUniform4f(location, x, y, z, w); }
public void setUniform(String uniformName, Vector4f value) { glUniform4f(uniforms.get(uniformName), value.x, value.y, value.z, value.w); }
public void setUniform(String uniformName, Vector4f value) { glUniform4f(uniforms.get(uniformName), value.x, value.y, value.z, value.w); }
public void setUniform(String uniformName, Vector4f value) { glUniform4f(uniforms.get(uniformName), value.x, value.y, value.z, value.w); }
public void setUniform(String uniformName, Vector4f value) { glUniform4f(uniforms.get(uniformName), value.x, value.y, value.z, value.w); }
public void setUniform(String uniformName, Vector4f value) { glUniform4f(uniforms.get(uniformName), value.x, value.y, value.z, value.w); }
public void setUniform(String uniformName, Vector4f value) { glUniform4f(uniforms.get(uniformName), value.x, value.y, value.z, value.w); }
public void setUniform(String uniformName, Vector4f value) { glUniform4f(uniforms.get(uniformName), value.x, value.y, value.z, value.w); }
public void setUniform(String uniformName, Vec4f value) { glUniform4f(uniforms.get(uniformName), value.getX(), value.getY(), value.getZ(), value.getW()); } public void setUniform(String uniformName, Matrix4f value)