func onDisplay(program uint32) { coords := uint32(attributeCoord2d) vcolor := uint32(attributeVColor) gl.ClearColor(1.0, 1.0, 1.0, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT) gl.UseProgram(program) gl.Enable(gl.BLEND) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Uniform1f(uniformFade, curFade) gl.EnableVertexAttribArray(coords) gl.EnableVertexAttribArray(vcolor) gl.BindBuffer(gl.ARRAY_BUFFER, vboTriangle) gl.VertexAttribPointer(coords, 2, gl.FLOAT, false, 5*floatSize, nil) gl.VertexAttribPointer(vcolor, 3, gl.FLOAT, false, 5*floatSize, gl.PtrOffset(2*floatSize)) gl.DrawArrays(gl.TRIANGLES, 0, 3) gl.DisableVertexAttribArray(vcolor) gl.DisableVertexAttribArray(coords) }
// Uniform1f writes a float uniform variable. // // http://www.khronos.org/opengles/sdk/docs/man3/html/glUniform.xhtml func Uniform1f(dst Uniform, v float32) { gl.Uniform1f(dst.Value, v) }
// Specify the value of a uniform variable for the current program object func (c *Context) Uniform1f(location *UniformLocation, x float32) { gl.Uniform1f(location.int32, x) }
func (*backend) Uniform1f(u *gg.Uniform, v0 float32) { gl.Uniform1f(u.Value.(int32), v0) }