add methods to set uniform values
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029f983440
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c35dac11af
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@ -4,6 +4,7 @@ import (
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"fmt"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/go-gl/mathgl/mgl64"
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"github.com/pkg/errors"
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)
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@ -132,6 +133,202 @@ func (s *Shader) Delete() {
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})
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}
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// SetUniformInt sets the value of an uniform attribute Attr{Purpose: purpose, Type: Int}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformInt(purpose AttrPurpose, value int32) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Int}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform1i(s.uniforms[attr], value)
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})
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return true
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}
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// SetUniformFloat sets the value of an uniform attribute Attr{Purpose: purpose, Type: Float}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformFloat(purpose AttrPurpose, value float64) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Float}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform1d(s.uniforms[attr], value)
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})
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return true
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}
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// SetUniformVec2 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec2}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec2(purpose AttrPurpose, value mgl64.Vec2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec2}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform2d(s.uniforms[attr], value[0], value[1])
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})
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return true
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}
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// SetUniformVec3 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec3}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec3(purpose AttrPurpose, value mgl64.Vec3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec3}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform3d(s.uniforms[attr], value[0], value[1], value[2])
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})
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return true
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}
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// SetUniformVec4 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec4}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec4(purpose AttrPurpose, value mgl64.Vec4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec4}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform4d(s.uniforms[attr], value[0], value[1], value[2], value[3])
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})
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return true
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}
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// SetUniformMat2 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat2}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat2(purpose AttrPurpose, value mgl64.Mat2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat2}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix2dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// SetUniformMat23 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat23}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat23(purpose AttrPurpose, value mgl64.Mat2x3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat23}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix2x3dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// SetUniformMat24 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat24}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat24(purpose AttrPurpose, value mgl64.Mat2x4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat24}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix2x4dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// SetUniformMat3 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat3}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat3(purpose AttrPurpose, value mgl64.Mat3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat3}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix3dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// SetUniformMat32 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat32}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat32(purpose AttrPurpose, value mgl64.Mat3x2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat32}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix3x2dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// SetUniformMat34 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat34}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat34(purpose AttrPurpose, value mgl64.Mat3x4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat34}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix3x4dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// SetUniformMat4 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat4}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat4(purpose AttrPurpose, value mgl64.Mat4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat4}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix4dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// SetUniformMat42 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat42}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat42(purpose AttrPurpose, value mgl64.Mat4x2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat42}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix4x2dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// SetUniformMat43 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat43}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat43(purpose AttrPurpose, value mgl64.Mat4x3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat43}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix4x3dv(s.uniforms[attr], 1, false, &value[0])
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})
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return true
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}
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// Do stars using a shader, executes sub, and stops using it.
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func (s *Shader) Do(sub func(Context)) {
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s.parent.Do(func(ctx Context) {
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