glUniform — Specify the value of a uniform variable for the current program object
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); | 
locationSpecifies the location of the uniform variable to be modified.
v0,
            v1,
            v2,
            v3
        Specifies the new values to be used for the specified uniform variable.
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); | 
locationSpecifies the location of the uniform value to be modified.
countSpecifies 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.
valueSpecifies a pointer to an array of
            count values that will be
            used to update the specified uniform
            variable.
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); | 
locationSpecifies the location of the uniform value to be modified.
countSpecifies 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.
transposeSpecifies whether to transpose the matrix as the values are loaded into the uniform variable.
valueSpecifies a pointer to an array of
            count values that will be
            used to update the specified uniform
            variable.
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.
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.
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.
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
Copyright © 2003-2005 3Dlabs Inc. Ltd. Copyright © 2010 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/.