func BindFragDataLocation(p Program, cn int, name string) { n := gl.Str(name + "\x00") gl.BindFragDataLocation(uint32(p), uint32(cn), n) }
// Source sets the source of the shader. func (s Shader) Source(src string) { ss := gl.Str(src + "\x00") gl.ShaderSource(uint32(s), 1, &ss, nil) }
// UniformLocation returns the uniform with the given name in // the program. func (p Program) UniformLocation(name string) Uniform { n := gl.Str(name + "\x00") return Uniform(gl.GetUniformLocation(uint32(p), n)) }
// AttributeLocation returns the attribute with the given name in // the program. func (p Program) AttributeLocation(name string) Attribute { n := gl.Str(name + "\x00") return Attribute(gl.GetAttribLocation(uint32(p), n)) }