function shader_set_i(shader, uniform, value) { if(is_array(value)) { shader_set_i_array(shader, uniform, value); return; } if(argument_count > 3) { var array = []; for( var i = 2; i < argument_count; i++ ) array_push(array, argument[i]); shader_set_i_array(shader, uniform, array) return; } shader_set_uniform_i(shader_get_uniform(shader, uniform), value); } function shader_set_i_array(shader, uniform, array) { shader_set_uniform_i_array(shader_get_uniform(shader, uniform), array); } function shader_set_f(shader, uniform, value) { if(is_array(value)) { shader_set_f_array(shader, uniform, value); return; } if(argument_count > 3) { var array = []; for( var i = 2; i < argument_count; i++ ) array_push(array, argument[i]); shader_set_f_array(shader, uniform, array) return; } shader_set_uniform_f(shader_get_uniform(shader, uniform), value); } function shader_set_f_array(shader, uniform, array) { shader_set_uniform_f_array(shader_get_uniform(shader, uniform), array); } function shader_set_uniform_f_array_safe(uniform, array) { if(!is_array(array)) return; if(array_length(array) == 0) return; shader_set_uniform_f_array(uniform, array); } function shader_set_surface(shader, sampler, surface) { if(!is_surface(surface)) return; var t = shader_get_sampler_index(shader, sampler); texture_set_stage(t, surface_get_texture(surface)); }