func VertexAttrib4f(dst Attrib, x, y, z, w float32) { defer func() { errstr := errDrain() log.Printf("gl.VertexAttrib4f(%v, %v, %v, %v, %v) %v", dst, x, y, z, w, errstr) }() C.glVertexAttrib4f(dst.c(), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w)) }
func VertexAttrib4f( indx uint32, x float32, y float32, z float32, w float32) { C.glVertexAttrib4f( C.GLuint(indx), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w)) }
func VertexAttrib4f(dst Attrib, x, y, z, w float32) { C.glVertexAttrib4f(dst.c(), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w)) }
func (indx AttribLocation) Attrib4f(x float32, y float32, z float32, w float32) { C.glVertexAttrib4f(C.GLuint(indx), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w)) }
func VertexAttrib4f(indx uint, x, y, z, w float32) { C.glVertexAttrib4f(C.GLuint(indx), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w)) }
func (a Vec4Attrib) Set(x, y, z, w float32) { C.glVertexAttrib4f(a.index, C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w)) }