gl->UniformMatrix4fv (location, count, transpose, value);
}
-#if GST_GL_HAVE_OPENGL
/**
* gst_gl_shader_set_uniform_matrix_2x3fv:
* @shader: a #GstGLShader
gl->UniformMatrix4x3fv (location, count, transpose, value);
}
-#endif /* GST_GL_HAVE_OPENGL */
/**
* gst_gl_shader_get_attribute_location:
void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
GST_EXPORT
void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
-#if GST_GL_HAVE_OPENGL
GST_EXPORT
void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
GST_EXPORT
void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
GST_EXPORT
void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
-#endif
GST_EXPORT
gint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);