.\" Automatically generated by Pandoc 2.2.1 .\" .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[] .fi .SH DESCRIPTION .PP Sets an integer vector array uniform of the current target bitmap'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[] or an HLSL uniform declared as \f[C]uniform\ int3\ flowers[4]\f[], then you'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("flowers",\ 3,\ (int*)flowers,\ 4); \f[] .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)