void setMatrix(const std::string &name, glm::mat4 matrix) const;
void setVec3(const std::string &name, glm::vec3 vector) const;
+ void setVec2(const std::string& name, glm::vec2 vector) const;
void setVec3(const std::string &name, float v1, float v2, float v3) const;
void setVec4(const std::string &name, float v1, float v2, float v3, float v4) const;
void setVec4(const std::string &name, glm::vec4 vector) const;
glm::value_ptr(matrix));
}
+void Shader::setVec2(const std::string& name, glm::vec2 vector) const
+{
+ glUniform2fv(glGetUniformLocation(this->programID, name.c_str()),
+ 1,
+ glm::value_ptr(vector));
+}
+
void Shader::setVec3(const std::string &name, glm::vec3 vector) const
{
glUniform3fv(glGetUniformLocation(this->programID, name.c_str()),