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@ -905,60 +905,33 @@ void AbstractShaderProgram::setUniform(const Int location, Double value) {
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(_id, location, value); |
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} |
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#ifdef MAGNUM_TARGET_WEBGL |
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inline |
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#endif |
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void AbstractShaderProgram::uniform1dImplementationDefault(const GLuint id, const GLint location, GLdouble v0) { |
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use(id); |
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glUniform1d(location, v0); |
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} |
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void AbstractShaderProgram::setUniform(const Int location, const Math::Vector<2, Double>& value) { |
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#ifndef MAGNUM_TARGET_WEBGL |
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Context::current().state().shaderProgram.uniform2dImplementation |
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#else |
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uniform2dImplementationDefault |
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#endif |
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(_id, location, value[0], value[1]); |
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Context::current().state().shaderProgram.uniform2dImplementation(_id, location, value[0], value[1]); |
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} |
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#ifdef MAGNUM_TARGET_WEBGL |
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inline |
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#endif |
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void AbstractShaderProgram::uniform2dImplementationDefault(const GLuint id, const GLint location, GLdouble v0, GLdouble v1) { |
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use(id); |
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glUniform2d(location, v0, v1); |
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} |
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void AbstractShaderProgram::setUniform(const Int location, const Math::Vector<3, Double>& value) { |
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#ifndef MAGNUM_TARGET_WEBGL |
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Context::current().state().shaderProgram.uniform3dImplementation |
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#else |
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uniform3dImplementationDefault |
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#endif |
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(_id, location, value[0], value[1], value[2]); |
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Context::current().state().shaderProgram.uniform3dImplementation(_id, location, value[0], value[1], value[2]); |
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} |
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#ifdef MAGNUM_TARGET_WEBGL |
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inline |
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#endif |
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void AbstractShaderProgram::uniform3dImplementationDefault(const GLuint id, const GLint location, GLdouble v0, GLdouble v1, GLdouble v2) { |
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use(id); |
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glUniform3d(location, v0, v1, v2); |
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} |
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void AbstractShaderProgram::setUniform(const Int location, const Math::Vector<4, Double>& value) { |
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#ifndef MAGNUM_TARGET_WEBGL |
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Context::current().state().shaderProgram.uniform4dImplementation |
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#else |
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uniform4dImplementationDefault |
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#endif |
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(_id, location, value[0], value[1], value[2], value[3]); |
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Context::current().state().shaderProgram.uniform4dImplementation(_id, location, value[0], value[1], value[2], value[3]); |
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} |
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#ifdef MAGNUM_TARGET_WEBGL |
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inline |
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#endif |
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void AbstractShaderProgram::uniform4dImplementationDefault(const GLuint id, const GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) { |
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use(id); |
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glUniform4d(location, v0, v1, v2, v3); |
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