+ glUniform3fv(location, 1, values);
+ check_error();
+}
+
+void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values)
+{
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
+ return;
+ }
+ check_error();
+ glUniform4fv(location, num_values, values);
+ check_error();
+}
+
+void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Eigen::Matrix3d& 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 y = 0; y < 3; ++y) {
+ for (unsigned x = 0; x < 3; ++x) {
+ matrixf[y + x * 3] = matrix(y, x);
+ }
+ }
+
+ glUniformMatrix3fv(location, 1, GL_FALSE, matrixf);