glUniform1f(3G)


NAME

   glUniform1f, glUniform2f, glUniform3f, glUniform4f, glUniform1i,
   glUniform2i, glUniform3i, glUniform4i, glUniform1ui, glUniform2ui,
   glUniform3ui, glUniform4ui, glUniform1fv, glUniform2fv, glUniform3fv,
   glUniform4fv, glUniform1iv, glUniform2iv, glUniform3iv, glUniform4iv,
   glUniform1uiv, glUniform2uiv, glUniform3uiv, glUniform4uiv,
   glUniformMatrix2fv, glUniformMatrix3fv, glUniformMatrix4fv,
   glUniformMatrix2x3fv, glUniformMatrix3x2fv, glUniformMatrix2x4fv,
   glUniformMatrix4x2fv, glUniformMatrix3x4fv, glUniformMatrix4x3fv -
   Specify the value of a uniform variable for the current program object

C SPECIFICATION

   void glUniform1f(GLint location, GLfloat v0);

   void glUniform2f(GLint location, GLfloat v0, GLfloat v1);

   void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);

   void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
                    GLfloat v3);

   void glUniform1i(GLint location, GLint v0);

   void glUniform2i(GLint location, GLint v0, GLint v1);

   void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);

   void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2,
                    GLint v3);

   void glUniform1ui(GLint location, GLuint v0);

   void glUniform2ui(GLint location, GLuint v0, GLuint v1);

   void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);

   void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2,
                     GLuint v3);

   void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);

   void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);

   void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);

   void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);

   void glUniform1iv(GLint location, GLsizei count, const GLint *value);

   void glUniform2iv(GLint location, GLsizei count, const GLint *value);

   void glUniform3iv(GLint location, GLsizei count, const GLint *value);

   void glUniform4iv(GLint location, GLsizei count, const GLint *value);

   void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);

   void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);

   void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);

   void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);

   void glUniformMatrix2fv(GLint location, GLsizei count,
                           GLboolean transpose, const GLfloat *value);

   void glUniformMatrix3fv(GLint location, GLsizei count,
                           GLboolean transpose, const GLfloat *value);

   void glUniformMatrix4fv(GLint location, GLsizei count,
                           GLboolean transpose, const GLfloat *value);

   void glUniformMatrix2x3fv(GLint location, GLsizei count,
                             GLboolean transpose, const GLfloat *value);

   void glUniformMatrix3x2fv(GLint location, GLsizei count,
                             GLboolean transpose, const GLfloat *value);

   void glUniformMatrix2x4fv(GLint location, GLsizei count,
                             GLboolean transpose, const GLfloat *value);

   void glUniformMatrix4x2fv(GLint location, GLsizei count,
                             GLboolean transpose, const GLfloat *value);

   void glUniformMatrix3x4fv(GLint location, GLsizei count,
                             GLboolean transpose, const GLfloat *value);

   void glUniformMatrix4x3fv(GLint location, GLsizei count,
                             GLboolean transpose, const GLfloat *value);

PARAMETERS

   location
       Specifies the location of the uniform variable to be modified.

   count
       For the vector (glUniform*v) commands, specifies the number of
       elements that are to be modified. This should be 1 if the targeted
       uniform variable is not an array, and 1 or more if it is an array.

       For the matrix (glUniformMatrix*) commands, specifies the number of
       matrices that are to be modified. This should be 1 if the targeted
       uniform variable is not an array of matrices, and 1 or more if it
       is an array of matrices.

   transpose
       For the matrix commands, specifies whether to transpose the matrix
       as the values are loaded into the uniform variable.

   v0, v1, v2, v3
       For the scalar commands, specifies the new values to be used for
       the specified uniform variable.

   value
       For the vector and matrix commands, specifies a pointer to an array
       of count values that will be used to update the specified uniform
       variable.

DESCRIPTION

   glUniform modifies the value of a uniform variable or a uniform
   variable array. The location of the uniform variable to be modified is
   specified by location, which should be a value returned by
   glGetUniformLocation().  glUniform operates on the program object that
   was made part of current state by calling glUseProgram().

   The commands glUniform{1|2|3|4}{f|i|ui} are used to change the value of
   the uniform variable specified by location using the values passed as
   arguments. The number specified in the command should match the number
   of components in the data type of the specified uniform variable (e.g.,
   1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2,
   etc.). The suffix f indicates that floating-point values are being
   passed; the suffix i indicates that integer values are being passed;
   the suffix ui indicates that unsigned integer values are being passed,
   and this type should also match the data type of the specified uniform
   variable. The i variants of this function should be used to provide
   values for uniform variables defined as int, ivec2, ivec3, ivec4, or
   arrays of these. The ui variants of this function should be used to
   provide values for uniform variables defined as unsigned int, uvec2,
   uvec3, uvec4, or arrays of these. The f variants should be used to
   provide values for uniform variables of type float, vec2, vec3, vec4,
   or arrays of these. Either the i, ui or f variants may be used to
   provide values for uniform variables of type bool, bvec2, bvec3, bvec4,
   or arrays of these. The uniform variable will be set to false if the
   input value is 0 or 0.0f, and it will be set to true otherwise.

   All active uniform variables defined in a program object are
   initialized to 0 when the program object is linked successfully. They
   retain the values assigned to them by a call to glUniform until the
   next successful link operation occurs on the program object, when they
   are once again initialized to 0.

   The commands glUniform{1|2|3|4}{f|i|ui}v can be used to modify a single
   uniform variable or a uniform variable array. These commands pass a
   count and a pointer to the values to be loaded into a uniform variable
   or a uniform variable array. A count of 1 should be used if modifying
   the value of a single uniform variable, and a count of 1 or greater can
   be used to modify an entire array or part of an array. When loading n
   elements starting at an arbitrary position m in a uniform variable
   array, elements m + n - 1 in the array will be replaced with the new
   values. If m + n - 1 is larger than the size of the uniform variable
   array, values for all array elements beyond the end of the array will
   be ignored. The number specified in the name of the command indicates
   the number of components for each element in value, and it should match
   the number of components in the data type of the specified uniform
   variable (e.g., 1 for float, int, bool; 2 for vec2, ivec2, bvec2,
   etc.). The data type specified in the name of the command must match
   the data type for the specified uniform variable as described
   previously for glUniform{1|2|3|4}{f|i|ui}.

   For uniform variable arrays, each element of the array is considered to
   be of the type indicated in the name of the command (e.g., glUniform3f
   or glUniform3fv can be used to load a uniform variable array of type
   vec3). The number of elements of the uniform variable array to be
   modified is specified by count

   The commands glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used
   to modify a matrix or an array of matrices. The numbers in the command
   name are interpreted as the dimensionality of the matrix. The number 2
   indicates a 2  2 matrix (i.e., 4 values), the number 3 indicates a 3 
   3 matrix (i.e., 9 values), and the number 4 indicates a 4  4 matrix
   (i.e., 16 values). Non-square matrix dimensionality is explicit, with
   the first number representing the number of columns and the second
   number representing the number of rows. For example, 2x4 indicates a 2
    4 matrix with 2 columns and 4 rows (i.e., 8 values). If transpose is
   GL_FALSE, each matrix is assumed to be supplied in column major order.
   If transpose is GL_TRUE, each matrix is assumed to be supplied in row
   major order. The count argument indicates the number of matrices to be
   passed. A count of 1 should be used if modifying the value of a single
   matrix, and a count greater than 1 can be used to modify an array of
   matrices.

NOTES

   glUniform1i and glUniform1iv are the only two functions that may be
   used to load uniform variables defined as sampler types. Loading
   samplers with any other function will result in a GL_INVALID_OPERATION
   error.

   If count is greater than 1 and the indicated uniform variable is not an
   array, a GL_INVALID_OPERATION error is generated and the specified
   uniform variable will remain unchanged.

   Other than the preceding exceptions, if the type and size of the
   uniform variable as defined in the shader do not match the type and
   size specified in the name of the command used to load its value, a
   GL_INVALID_OPERATION error will be generated and the specified uniform
   variable will remain unchanged.

   If location is a value other than -1 and it does not represent a valid
   uniform variable location in the current program object, an error will
   be generated, and no changes will be made to the uniform variable
   storage of the current program object. If location is equal to -1, the
   data passed in will be silently ignored and the specified uniform
   variable will not be changed.

ERRORS

   GL_INVALID_OPERATION is generated if there is no current program
   object.

   GL_INVALID_OPERATION is generated if the size of the uniform variable
   declared in the shader does not match the size indicated by the
   glUniform command.

   GL_INVALID_OPERATION is generated if one of the signed or unsigned
   integer variants of this function is used to load a uniform variable of
   type float, vec2, vec3, vec4, or an array of these, or if one of the
   floating-point variants of this function is used to load a uniform
   variable of type int, ivec2, ivec3, ivec4, unsigned int, uvec2, uvec3,
   uvec4, or an array of these.

   GL_INVALID_OPERATION is generated if one of the signed integer variants
   of this function is used to load a uniform variable of type unsigned
   int, uvec2, uvec3, uvec4, or an array of these.

   GL_INVALID_OPERATION is generated if one of the unsigned integer
   variants of this function is used to load a uniform variable of type
   int, ivec2, ivec3, ivec4, or an array of these.

   GL_INVALID_OPERATION is generated if location is an invalid uniform
   location for the current program object and location is not equal to
   -1.

   GL_INVALID_VALUE is generated if count is less than 0.

   GL_INVALID_OPERATION is generated if count is greater than 1 and the
   indicated uniform variable is not an array variable.

   GL_INVALID_OPERATION is generated if a sampler is loaded using a
   command other than glUniform1i and glUniform1iv.

ASSOCIATED GETS

   glGet() with the argument GL_CURRENT_PROGRAM

   glGetActiveUniform() with the handle of a program object and the index
   of an active uniform variable

   glGetUniform() with the handle of a program object and the location of
   a uniform variable

   glGetUniformLocation() with the handle of a program object and the name
   of a uniform variable

VERSION SUPPORT

   
                                        OpenGL Version                                         
   
   Function              2.0  2.1  3.0  3.1  3.2  3.3  4.0  4.1  4.2  4.3  4.4  4.5 
   /                                                                                
   Feature                                                                          
   Name                                                                             
   
   glUniform1f                                                          
   
   glUniform1fv                                                         
   
   glUniform1i                                                          
   
   glUniform1iv                                                         
   
   glUniform1ui           -    -                                          
   
   glUniform1uiv          -    -                                          
   
   glUniform2f                                                          
   
   glUniform2fv                                                         
   
   glUniform2i                                                          
   
   glUniform2iv                                                         
   
   glUniform2ui           -    -                                          
   
   glUniform2uiv          -    -                                          
   
   glUniform3f                                                          
   
   glUniform3fv                                                         
   
   glUniform3i                                                          
   
   glUniform3iv                                                         
   
   glUniform3ui           -    -                                          
   
   glUniform3uiv          -    -                                          
   
   glUniform4f                                                          
   
   glUniform4fv                                                         
   
   glUniform4i                                                          
   
   glUniform4iv                                                         
   
   glUniform4ui           -    -                                          
   
   glUniform4uiv          -    -                                          
   
   glUniformMatrix2fv                                                   
   
   glUniformMatrix2x3fv   -                                              
   
   glUniformMatrix2x4fv   -                                              
   
   glUniformMatrix3fv                                                   
   
   glUniformMatrix3x2fv   -                                              
   
   glUniformMatrix3x4fv   -                                              
   
   glUniformMatrix4fv                                                   
   
   glUniformMatrix4x2fv   -                                              
   
   glUniformMatrix4x3fv   -                                              
   

SEE ALSO

   glLinkProgram(), glUseProgram()

COPYRIGHT

   Copyright  2003-2005 3Dlabs Inc. Ltd. Copyright  2010-2014 Khronos
   Group. This material may be distributed subject to the terms and
   conditions set forth in the Open Publication License, v 1.0, 8 June
   1999.  http://opencontent.org/openpub/.

COPYRIGHT

   Copyright  2003-2005 3Dlabs Inc. Ltd.
   Copyright  2010-2014 Khronos Group

[FIXME: source]                   07/22/2015                     GLUNIFORM(3G)





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