+ for(const ReflectData::UniformInfo *u: i->uniforms)
+ if(u->location>=0)
+ {
+ UniformCall::FuncPtr func = 0;
+ if(u->type==FLOAT)
+ func = &uniform_wrapper<float, glUniform1fv>;
+ else if(u->type==FLOAT_VEC2)
+ func = &uniform_wrapper<float, glUniform2fv>;
+ else if(u->type==FLOAT_VEC3)
+ func = &uniform_wrapper<float, glUniform3fv>;
+ else if(u->type==FLOAT_VEC4)
+ func = &uniform_wrapper<float, glUniform4fv>;
+ else if(u->type==INT)
+ func = &uniform_wrapper<int, glUniform1iv>;
+ else if(u->type==INT_VEC2)
+ func = &uniform_wrapper<int, glUniform2iv>;
+ else if(u->type==INT_VEC3)
+ func = &uniform_wrapper<int, glUniform3iv>;
+ else if(u->type==INT_VEC4)
+ func = &uniform_wrapper<int, glUniform4iv>;
+ else if(u->type==UNSIGNED_INT)
+ func = &uniform_wrapper<unsigned, glUniform1uiv>;
+ else if(u->type==UINT_VEC2)
+ func = &uniform_wrapper<unsigned, glUniform2uiv>;
+ else if(u->type==UINT_VEC3)
+ func = &uniform_wrapper<unsigned, glUniform3uiv>;
+ else if(u->type==UINT_VEC4)
+ func = &uniform_wrapper<unsigned, glUniform4uiv>;
+ else if(u->type==FLOAT_MAT2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
+ else if(u->type==FLOAT_MAT3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
+ else if(u->type==FLOAT_MAT4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
+ else if(u->type==FLOAT_MAT2x3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
+ else if(u->type==FLOAT_MAT3x2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
+ else if(u->type==FLOAT_MAT2x4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
+ else if(u->type==FLOAT_MAT4x2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
+ else if(u->type==FLOAT_MAT3x4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
+ else if(u->type==FLOAT_MAT4x3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;