Provided by: opengl-4-man-doc_1.0~svn31251-1build1_all bug

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                                         │
       ├─────────────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
       │Function2.02.13.03.13.23.34.04.14.24.34.44.5 │
       │/                    │     │     │     │     │     │     │     │     │     │     │     │     │
       │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)