+void set_uniform_vec4(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
+{
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
+ return;
+ }
+ check_error();
+ glUniform4fv(location, 1, values);
+ check_error();
+}
+