+void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 matrix)
+{
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
+ return;
+ }
+ check_error();
+
+ // Convert to float (GLSL has no double matrices).
+ float matrixf[9];
+ for (unsigned i = 0; i < 9; ++i) {
+ matrixf[i] = matrix[i];
+ }
+
+ glUniformMatrix3fv(location, 1, GL_FALSE, matrixf);
+ check_error();
+}
+