.\" Automatically generated by Pandoc 2.9.2.1 .\" .TH "al_set_shader_int_vector" "3alleg5" "" "Allegro reference manual" "" .hy .SH NAME .PP al_set_shader_int_vector - Allegro 5 API .SH SYNOPSIS .IP .nf \f[C] #include bool al_set_shader_int_vector(const char *name, int num_components, const int *i, int num_elems) \f[R] .fi .SH DESCRIPTION .PP Sets an integer vector array uniform of the current target bitmap\[cq]s shader. The `num_components' parameter can take one of the values 1, 2, 3 or 4. If it is 1 then an array of `num_elems' integer elements is added. Otherwise each added array element is assumed to be a vector with 2, 3 or 4 components in it. .PP For example, if you have a GLSL uniform declared as \f[C]uniform ivec3 flowers[4]\f[R] or an HLSL uniform declared as \f[C]uniform int3 flowers[4]\f[R], then you\[cq]d use this function from your code like so: .IP .nf \f[C] int flowers[4][3] = { {1, 2, 3}, {4, 5, 6}, {7, 8, 9}, {2, 5, 7} }; al_set_shader_int_vector(\[dq]flowers\[dq], 3, (int*)flowers, 4); \f[R] .fi .PP Returns true on success. Otherwise returns false, e.g.\ if the uniform by that name does not exist in the shader. .SH SINCE .PP 5.1.0 .SH SEE ALSO .PP al_set_shader_float_vector(3alleg5), al_use_shader(3alleg5)