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GLUNIFORM(3G)			  OpenGL 3.3			 GLUNIFORM(3G)

NAME
       glUniform1f, glUniform2f, glUniform3f, glUniform4f, glUniform1i,
       glUniform2i, glUniform3i, glUniform4i, glUniform1ui, glUniform2ui,
       glUniform3ui, glUniform4ui, glUniform1fv, glUniform2fv, glUniform3fv,
       glUniform4fv, glUniform1iv, glUniform2iv, glUniform3iv, glUniform4iv,
       glUniform1uiv, glUniform2uiv, glUniform3uiv, glUniform4uiv,
       glUniformMatrix2fv, glUniformMatrix3fv, glUniformMatrix4fv,
       glUniformMatrix2x3fv, glUniformMatrix3x2fv, glUniformMatrix2x4fv,
       glUniformMatrix4x2fv, glUniformMatrix3x4fv, glUniformMatrix4x3fv -
       Specify the value of a uniform variable for the current program object

C SPECIFICATION
       void glUniform1f(GLint location, GLfloat v0);

       void glUniform2f(GLint location, GLfloat v0, GLfloat v1);

       void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);

       void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
			GLfloat v3);

       void glUniform1i(GLint location, GLint v0);

       void glUniform2i(GLint location, GLint v0, GLint v1);

       void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);

       void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2,
			GLint v3);

       void glUniform1ui(GLint location, GLuint v0);

       void glUniform2ui(GLint location, GLint v0, GLuint v1);

       void glUniform3ui(GLint location, GLint v0, GLint v1, GLuint v2);

       void glUniform4ui(GLint location, GLint v0, GLint v1, GLint v2,
			 GLuint v3);

PARAMETERS
       location
	   Specifies the location of the uniform variable to be modified.

       v0, v1, v2, v3
	   Specifies the new values to be used for the specified uniform
	   variable.

C SPECIFICATION
       void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);

       void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);

       void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);

       void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);

       void glUniform1iv(GLint location, GLsizei count, const GLint *value);

       void glUniform2iv(GLint location, GLsizei count, const GLint *value);

       void glUniform3iv(GLint location, GLsizei count, const GLint *value);

       void glUniform4iv(GLint location, GLsizei count, const GLint *value);

       void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);

       void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);

       void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);

       void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);

PARAMETERS
       location
	   Specifies the location of the uniform value to be modified.

       count
	   Specifies the number of elements that are to be modified. This
	   should be 1 if the targeted uniform variable is not an array, and 1
	   or more if it is an array.

       value
	   Specifies a pointer to an array of count values that will be used
	   to update the specified uniform variable.

C SPECIFICATION
       void glUniformMatrix2fv(GLint location, GLsizei count,
			       GLboolean transpose, const GLfloat *value);

       void glUniformMatrix3fv(GLint location, GLsizei count,
			       GLboolean transpose, const GLfloat *value);

       void glUniformMatrix4fv(GLint location, GLsizei count,
			       GLboolean transpose, const GLfloat *value);

       void glUniformMatrix2x3fv(GLint location, GLsizei count,
				 GLboolean transpose, const GLfloat *value);

       void glUniformMatrix3x2fv(GLint location, GLsizei count,
				 GLboolean transpose, const GLfloat *value);

       void glUniformMatrix2x4fv(GLint location, GLsizei count,
				 GLboolean transpose, const GLfloat *value);

       void glUniformMatrix4x2fv(GLint location, GLsizei count,
				 GLboolean transpose, const GLfloat *value);

       void glUniformMatrix3x4fv(GLint location, GLsizei count,
				 GLboolean transpose, const GLfloat *value);

       void glUniformMatrix4x3fv(GLint location, GLsizei count,
				 GLboolean transpose, const GLfloat *value);

PARAMETERS
       location
	   Specifies the location of the uniform value to be modified.

       count
	   Specifies the number of matrices that are to be modified. This
	   should be 1 if the targeted uniform variable is not an array of
	   matrices, and 1 or more if it is an array of matrices.

       transpose
	   Specifies whether to transpose the matrix as the values are loaded
	   into the uniform variable.

       value
	   Specifies a pointer to an array of count values that will be used
	   to update the specified uniform variable.

DESCRIPTION
       glUniform modifies the value of a uniform variable or a uniform
       variable array. The location of the uniform variable to be modified is
       specified by location, which should be a value returned by
       glGetUniformLocation().	glUniform operates on the program object that
       was made part of current state by calling glUseProgram().

       The commands glUniform{1|2|3|4}{f|i|ui} are used to change the value of
       the uniform variable specified by location using the values passed as
       arguments. The number specified in the command should match the number
       of components in the data type of the specified uniform variable (e.g.,
       1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2,
       etc.). The suffix f indicates that floating-point values are being
       passed; the suffix i indicates that integer values are being passed;
       the suffix ui indicates that unsigned integer values are being passed,
       and this type should also match the data type of the specified uniform
       variable. The i variants of this function should be used to provide
       values for uniform variables defined as int, ivec2, ivec3, ivec4, or
       arrays of these. The ui variants of this function should be used to
       provide values for uniform variables defined as unsigned int, uvec2,
       uvec3, uvec4, or arrays of these. The f variants should be used to
       provide values for uniform variables of type float, vec2, vec3, vec4,
       or arrays of these. Either the i, ui or f variants may be used to
       provide values for uniform variables of type bool, bvec2, bvec3, bvec4,
       or arrays of these. The uniform variable will be set to false if the
       input value is 0 or 0.0f, and it will be set to true otherwise.

       All active uniform variables defined in a program object are
       initialized to 0 when the program object is linked successfully. They
       retain the values assigned to them by a call to glUniform until the
       next successful link operation occurs on the program object, when they
       are once again initialized to 0.

       The commands glUniform{1|2|3|4}{f|i|ui}v can be used to modify a single
       uniform variable or a uniform variable array. These commands pass a
       count and a pointer to the values to be loaded into a uniform variable
       or a uniform variable array. A count of 1 should be used if modifying
       the value of a single uniform variable, and a count of 1 or greater can
       be used to modify an entire array or part of an array. When loading n
       elements starting at an arbitrary position m in a uniform variable
       array, elements m + n - 1 in the array will be replaced with the new
       values. If m + n - 1 is larger than the size of the uniform variable
       array, values for all array elements beyond the end of the array will
       be ignored. The number specified in the name of the command indicates
       the number of components for each element in value, and it should match
       the number of components in the data type of the specified uniform
       variable (e.g., 1 for float, int, bool; 2 for vec2, ivec2, bvec2,
       etc.). The data type specified in the name of the command must match
       the data type for the specified uniform variable as described
       previously for glUniform{1|2|3|4}{f|i|ui}.

       For uniform variable arrays, each element of the array is considered to
       be of the type indicated in the name of the command (e.g., glUniform3f
       or glUniform3fv can be used to load a uniform variable array of type
       vec3). The number of elements of the uniform variable array to be
       modified is specified by count

       The commands glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used
       to modify a matrix or an array of matrices. The numbers in the command
       name are interpreted as the dimensionality of the matrix. The number 2
       indicates a 2 × 2 matrix (i.e., 4 values), the number 3 indicates a 3 ×
       3 matrix (i.e., 9 values), and the number 4 indicates a 4 × 4 matrix
       (i.e., 16 values). Non-square matrix dimensionality is explicit, with
       the first number representing the number of columns and the second
       number representing the number of rows. For example, 2x4 indicates a 2
       × 4 matrix with 2 columns and 4 rows (i.e., 8 values). If transpose is
       GL_FALSE, each matrix is assumed to be supplied in column major order.
       If transpose is GL_TRUE, each matrix is assumed to be supplied in row
       major order. The count argument indicates the number of matrices to be
       passed. A count of 1 should be used if modifying the value of a single
       matrix, and a count greater than 1 can be used to modify an array of
       matrices.

NOTES
       glUniform1i and glUniform1iv are the only two functions that may be
       used to load uniform variables defined as sampler types. Loading
       samplers with any other function will result in a GL_INVALID_OPERATION
       error.

       If count is greater than 1 and the indicated uniform variable is not an
       array, a GL_INVALID_OPERATION error is generated and the specified
       uniform variable will remain unchanged.

       Other than the preceding exceptions, if the type and size of the
       uniform variable as defined in the shader do not match the type and
       size specified in the name of the command used to load its value, a
       GL_INVALID_OPERATION error will be generated and the specified uniform
       variable will remain unchanged.

       If location is a value other than -1 and it does not represent a valid
       uniform variable location in the current program object, an error will
       be generated, and no changes will be made to the uniform variable
       storage of the current program object. If location is equal to -1, the
       data passed in will be silently ignored and the specified uniform
       variable will not be changed.

ERRORS
       GL_INVALID_OPERATION is generated if there is no current program
       object.

       GL_INVALID_OPERATION is generated if the size of the uniform variable
       declared in the shader does not match the size indicated by the
       glUniform command.

       GL_INVALID_OPERATION is generated if one of the signed or unsigned
       integer variants of this function is used to load a uniform variable of
       type float, vec2, vec3, vec4, or an array of these, or if one of the
       floating-point variants of this function is used to load a uniform
       variable of type int, ivec2, ivec3, ivec4, unsigned int, uvec2, uvec3,
       uvec4, or an array of these.

       GL_INVALID_OPERATION is generated if one of the signed integer variants
       of this function is used to load a uniform variable of type unsigned
       int, uvec2, uvec3, uvec4, or an array of these.

       GL_INVALID_OPERATION is generated if one of the unsigned integer
       variants of this function is used to load a uniform variable of type
       int, ivec2, ivec3, ivec4, or an array of these.

       GL_INVALID_OPERATION is generated if location is an invalid uniform
       location for the current program object and location is not equal to
       -1.

       GL_INVALID_VALUE is generated if count is less than 0.

       GL_INVALID_OPERATION is generated if count is greater than 1 and the
       indicated uniform variable is not an array variable.

       GL_INVALID_OPERATION is generated if a sampler is loaded using a
       command other than glUniform1i and glUniform1iv.

ASSOCIATED GETS
       glGet() with the argument GL_CURRENT_PROGRAM

       glGetActiveUniform() with the handle of a program object and the index
       of an active uniform variable

       glGetUniform() with the handle of a program object and the location of
       a uniform variable

       glGetUniformLocation() with the handle of a program object and the name
       of a uniform variable

SEE ALSO
       glLinkProgram(), glUseProgram()

COPYRIGHT
       Copyright © 2003-2005 3Dlabs Inc. Ltd. Copyright © 2010 Khronos Group.
       This material may be distributed subject to the terms and conditions
       set forth in the Open Publication License, v 1.0, 8 June 1999.
       http://opencontent.org/openpub/.

OpenGL 3.3			  03/08/2011			 GLUNIFORM(3G)
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