CSharpGL.ShaderProgram.SetUniform C# (CSharp) Method

SetUniform() public method

public SetUniform ( string uniformName, bool v0 ) : int
uniformName string
v0 bool
return int
        public int SetUniform(string uniformName, bool v0)
        {
            int location = GetUniformLocation(uniformName);
            if (location >= 0)
            {
                if (glUniform1i == null) { glUniform1i = OpenGL.GetDelegateFor<OpenGL.glUniform1i>(); }
                glUniform1i(location, v0 ? 1 : 0);
            }
            return location;
        }

Same methods

ShaderProgram::SetUniform ( string uniformName, bvec2 values ) : int
ShaderProgram::SetUniform ( string uniformName, bvec3 values ) : int
ShaderProgram::SetUniform ( string uniformName, bvec4 values ) : int
ShaderProgram::SetUniform ( string uniformName, float values ) : int
ShaderProgram::SetUniform ( string uniformName, float v0, float v1 ) : int
ShaderProgram::SetUniform ( string uniformName, float v0, float v1, float v2 ) : int
ShaderProgram::SetUniform ( string uniformName, float v0, float v1, float v2, float v3 ) : int
ShaderProgram::SetUniform ( string uniformName, int values ) : int
ShaderProgram::SetUniform ( string uniformName, int v0, int v1 ) : int
ShaderProgram::SetUniform ( string uniformName, int v0, int v1, int v2 ) : int
ShaderProgram::SetUniform ( string uniformName, int v0, int v1, int v2, int v3 ) : int
ShaderProgram::SetUniform ( string uniformName, ivec2 values ) : int
ShaderProgram::SetUniform ( string uniformName, ivec3 values ) : int
ShaderProgram::SetUniform ( string uniformName, ivec4 values ) : int
ShaderProgram::SetUniform ( string uniformName, uint v0 ) : int
ShaderProgram::SetUniform ( string uniformName, uint v0, uint v1 ) : int
ShaderProgram::SetUniform ( string uniformName, uint v0, uint v1, uint v2 ) : int
ShaderProgram::SetUniform ( string uniformName, uint v0, uint v1, uint v2, uint v3 ) : int
ShaderProgram::SetUniform ( string uniformName, uvec2 values ) : int
ShaderProgram::SetUniform ( string uniformName, uvec3 values ) : int
ShaderProgram::SetUniform ( string uniformName, uvec4 values ) : int
ShaderProgram::SetUniform ( string uniformName, vec2 values ) : int
ShaderProgram::SetUniform ( string uniformName, vec3 values ) : int
ShaderProgram::SetUniform ( string uniformName, vec4 values ) : int

Usage Example

 public override void SetUniform(ShaderProgram program)
 {
     if (glActiveTexture == null)
     { glActiveTexture = OpenGL.GetDelegateFor<OpenGL.glActiveTexture>(); }
     for (int i = 0; i < this.value.Length; i++)
     {
         glActiveTexture(this.value[i].ActiveTextureIndex);
         //OpenGL.BindTexture(OpenGL.GL_TEXTURE_2D, this.value[i].TextureId);
         OpenGL.BindTexture(this.value[i].target, this.value[i].TextureId);
         // TODO: assign the first location or last?
         this.Location = program.SetUniform(VarName, this.value[i].activeTextureIndex);
     }
 }
All Usage Examples Of CSharpGL.ShaderProgram::SetUniform