Provided by: opengl-4-man-doc_1.0~svn33624-1_all 

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] 01/03/2018 GLUNIFORM(3G)