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Searched defs:uniformNum (Results 1 – 2 of 2) sorted by relevance

/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/
H A Dtr_glsl.c694 void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value) in GLSL_SetUniformInt()
718 void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value) in GLSL_SetUniformFloat()
742 void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v) in GLSL_SetUniformVec2()
767 void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v) in GLSL_SetUniformVec3()
791 void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v) in GLSL_SetUniformVec4()
815 void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v) in GLSL_SetUniformFloat5()
839 void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix) in GLSL_SetUniformMat4()
863 void GLSL_SetUniformMat4BoneMatrix(shaderProgram_t *program, int uniformNum, /*const*/ mat4_t *matr… in GLSL_SetUniformMat4BoneMatrix()
/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/
H A Dtr_glsl.c694 void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value) in GLSL_SetUniformInt()
718 void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value) in GLSL_SetUniformFloat()
742 void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v) in GLSL_SetUniformVec2()
767 void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v) in GLSL_SetUniformVec3()
791 void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v) in GLSL_SetUniformVec4()
815 void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v) in GLSL_SetUniformFloat5()
839 void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix) in GLSL_SetUniformMat4()
863 void GLSL_SetUniformMat4BoneMatrix(shaderProgram_t *program, int uniformNum, /*const*/ mat4_t *matr… in GLSL_SetUniformMat4BoneMatrix()