glUniform1iARB(index, v);
}
+Uniform1i *Uniform1i::clone() const
+{
+ return new Uniform1i(v);
+}
+
Uniform1f::Uniform1f(float v_):
v(v_)
glUniform1fARB(index, v);
}
+Uniform1f *Uniform1f::clone() const
+{
+ return new Uniform1f(v);
+}
+
Uniform2f::Uniform2f(float v0, float v1)
{
- v[0]=v0;
- v[1]=v1;
+ v[0] = v0;
+ v[1] = v1;
}
void Uniform2f::apply(int index) const
glUniform2fvARB(index, 1, v);
}
+Uniform2f *Uniform2f::clone() const
+{
+ return new Uniform2f(v[0], v[1]);
+}
+
Uniform3f::Uniform3f(float v0, float v1, float v2)
{
- v[0]=v0;
- v[1]=v1;
- v[2]=v2;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
}
void Uniform3f::apply(int index) const
glUniform3fvARB(index, 1, v);
}
+Uniform3f *Uniform3f::clone() const
+{
+ return new Uniform3f(v[0], v[1], v[2]);
+}
+
Uniform4f::Uniform4f(float v0, float v1, float v2, float v3)
{
- v[0]=v0;
- v[1]=v1;
- v[2]=v2;
- v[3]=v3;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
}
void Uniform4f::apply(int index) const
glUniform4fvARB(index, 1, v);
}
+Uniform4f *Uniform4f::clone() const
+{
+ return new Uniform4f(v[0], v[1], v[2], v[3]);
+}
+
} // namespace GL
} // namespace Msp