fun uniform(val: Bool) do uniform_1i(location, if val then 1 else 0)
end
+# Shader uniform of GLSL type `int`
+class UniformInt
+ super Uniform
+
+ # Set this uniform value
+ fun uniform(val: Int) do uniform_1i(location, val)
+end
+
# Shader uniform of GLSL type `vec4`
class UniformFloat
super Uniform
class InactiveUniform
super InactiveVariable
super UniformBool
+ super UniformInt
super UniformFloat
super UniformSampler2D
super UniformVec2
var uniform
if typ == gl_BOOL then
uniform = new UniformBool(gl_program, name, location, size)
+ else if typ == gl_INT then
+ uniform = new UniformInt(gl_program, name, location, size)
else if typ == gl_SAMPLER_2D then
uniform = new UniformSampler2D(gl_program, name, location, size)
else if typ == gl_FLOAT then