-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();
-}
-
-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);
- check_error();
-}
-
-bool Effect::set_int(const std::string &key, int value)