--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
+ "http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
+<refentry id="glUniform">
+ <refmeta>
+ <refentrytitle>glUniform</refentrytitle>
+ <manvolnum>3G</manvolnum>
+ </refmeta>
+ <refnamediv>
+ <refdescriptor>glUniform</refdescriptor>
+ <refname>glUniform1f</refname>
+ <refname>glUniform2f</refname>
+ <refname>glUniform3f</refname>
+ <refname>glUniform4f</refname>
+ <refname>glUniform1i</refname>
+ <refname>glUniform2i</refname>
+ <refname>glUniform3i</refname>
+ <refname>glUniform4i</refname>
+ <refname>glUniform1ui</refname>
+ <refname>glUniform2ui</refname>
+ <refname>glUniform3ui</refname>
+ <refname>glUniform4ui</refname>
+ <refname>glUniform1fv</refname>
+ <refname>glUniform2fv</refname>
+ <refname>glUniform3fv</refname>
+ <refname>glUniform4fv</refname>
+ <refname>glUniform1iv</refname>
+ <refname>glUniform2iv</refname>
+ <refname>glUniform3iv</refname>
+ <refname>glUniform4iv</refname>
+ <refname>glUniform1uiv</refname>
+ <refname>glUniform2uiv</refname>
+ <refname>glUniform3uiv</refname>
+ <refname>glUniform4uiv</refname>
+ <refname>glUniformMatrix2fv</refname>
+ <refname>glUniformMatrix3fv</refname>
+ <refname>glUniformMatrix4fv</refname>
+ <refname>glUniformMatrix2x3fv</refname>
+ <refname>glUniformMatrix3x2fv</refname>
+ <refname>glUniformMatrix2x4fv</refname>
+ <refname>glUniformMatrix4x2fv</refname>
+ <refname>glUniformMatrix3x4fv</refname>
+ <refname>glUniformMatrix4x3fv</refname>
+ <refpurpose>Specify the value of a uniform variable for the current program object</refpurpose>
+ </refnamediv>
+ <refsynopsisdiv><title>C Specification</title>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>void <function>glUniform1f</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v0</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform2f</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v0</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v1</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform3f</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v0</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v1</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v2</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform4f</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v0</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v1</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v2</parameter></paramdef>
+ <paramdef>GLfloat <parameter>v3</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform1i</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLint <parameter>v0</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform2i</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLint <parameter>v0</parameter></paramdef>
+ <paramdef>GLint <parameter>v1</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform3i</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLint <parameter>v0</parameter></paramdef>
+ <paramdef>GLint <parameter>v1</parameter></paramdef>
+ <paramdef>GLint <parameter>v2</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform4i</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLint <parameter>v0</parameter></paramdef>
+ <paramdef>GLint <parameter>v1</parameter></paramdef>
+ <paramdef>GLint <parameter>v2</parameter></paramdef>
+ <paramdef>GLint <parameter>v3</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform1ui</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLuint <parameter>v0</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform2ui</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLuint <parameter>v0</parameter></paramdef>
+ <paramdef>GLuint <parameter>v1</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform3ui</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLuint <parameter>v0</parameter></paramdef>
+ <paramdef>GLuint <parameter>v1</parameter></paramdef>
+ <paramdef>GLuint <parameter>v2</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform4ui</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLuint <parameter>v0</parameter></paramdef>
+ <paramdef>GLuint <parameter>v1</parameter></paramdef>
+ <paramdef>GLuint <parameter>v2</parameter></paramdef>
+ <paramdef>GLuint <parameter>v3</parameter></paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsynopsisdiv>
+ <refsect1 id="parameters"><title>Parameters</title>
+ <variablelist>
+ <varlistentry>
+ <term><parameter>location</parameter></term>
+ <listitem>
+ <para>Specifies the location of the uniform variable
+ to be modified.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term>
+ <parameter>v0</parameter>,
+ <parameter>v1</parameter>,
+ <parameter>v2</parameter>,
+ <parameter>v3</parameter>
+ </term>
+ <listitem>
+ <para>Specifies the new values to be used for the
+ specified uniform variable.</para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </refsect1>
+ <refsynopsisdiv><title>C Specification</title>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>void <function>glUniform1fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform2fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform3fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform4fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform1iv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLint *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform2iv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLint *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform3iv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLint *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform4iv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLint *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform1uiv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLuint *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform2uiv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLuint *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform3uiv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLuint *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniform4uiv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>const GLuint *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsynopsisdiv>
+ <refsect1 id="parameters2"><title>Parameters</title>
+ <variablelist>
+ <varlistentry>
+ <term><parameter>location</parameter></term>
+ <listitem>
+ <para>Specifies the location of the uniform value to
+ be modified.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><parameter>count</parameter></term>
+ <listitem>
+ <para>Specifies the number of elements that are to
+ be modified. This should be 1 if the targeted
+ uniform variable is not an array, and 1 or more if it is
+ an array.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><parameter>value</parameter></term>
+ <listitem>
+ <para>Specifies a pointer to an array of
+ <parameter>count</parameter> values that will be
+ used to update the specified uniform
+ variable.</para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </refsect1>
+ <refsynopsisdiv><title>C Specification</title>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix2fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix3fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix4fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix2x3fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix3x2fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix2x4fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix4x2fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix3x4fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ <funcprototype>
+ <funcdef>void <function>glUniformMatrix4x3fv</function></funcdef>
+ <paramdef>GLint <parameter>location</parameter></paramdef>
+ <paramdef>GLsizei <parameter>count</parameter></paramdef>
+ <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
+ <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsynopsisdiv>
+ <refsect1 id="parameters3"><title>Parameters</title>
+ <variablelist>
+ <varlistentry>
+ <term><parameter>location</parameter></term>
+ <listitem>
+ <para>Specifies the location of the uniform value to
+ be modified.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><parameter>count</parameter></term>
+ <listitem>
+ <para>Specifies the number of matrices that are to
+ be modified. This should be 1 if the targeted
+ uniform variable is not an array of matrices, and 1 or more if it is
+ an array of matrices.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><parameter>transpose</parameter></term>
+ <listitem>
+ <para>Specifies whether to transpose the matrix as
+ the values are loaded into the uniform
+ variable.</para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><parameter>value</parameter></term>
+ <listitem>
+ <para>Specifies a pointer to an array of
+ <parameter>count</parameter> values that will be
+ used to update the specified uniform
+ variable.</para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </refsect1>
+ <refsect1 id="description"><title>Description</title>
+ <para><function>glUniform</function> modifies the value of a
+ uniform variable or a uniform variable array. The location of
+ the uniform variable to be modified is specified by
+ <parameter>location</parameter>, which should be a value
+ returned by
+ <citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>.
+ <function>glUniform</function> operates on the program object
+ that was made part of current state by calling
+ <citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry>.</para>
+
+ <para>The commands <function>glUniform{1|2|3|4}{f|i|ui}</function>
+ are used to change the value of the uniform variable specified
+ by <parameter>location</parameter> using the values passed as
+ arguments. The number specified in the command should match the
+ number of components in the data type of the specified uniform
+ variable (e.g., <function>1</function> for <code>float</code>, <code>int</code>, <code>unsigned int</code>, <code>bool</code>;
+ <function>2</function> for <code>vec2</code>, <code>ivec2</code>, <code>uvec2</code>, <code>bvec2</code>, etc.). The suffix
+ <function>f</function> indicates that floating-point values are
+ being passed; the suffix <function>i</function> indicates that
+ integer values are being passed; the suffix <function>ui</function> indicates that
+ unsigned integer values are being passed, and this type should also match
+ the data type of the specified uniform variable. The
+ <function>i</function> variants of this function should be used
+ to provide values for uniform variables defined as <code>int</code>, <code>ivec2</code>,
+ <code>ivec3</code>, <code>ivec4</code>, or arrays of these. The
+ <function>ui</function> variants of this function should be used
+ to provide values for uniform variables defined as <code>unsigned int</code>, <code>uvec2</code>,
+ <code>uvec3</code>, <code>uvec4</code>, or arrays of these. The <function>f</function>
+ variants should be used to provide values for uniform variables
+ of type <code>float</code>, <code>vec2</code>, <code>vec3</code>, <code>vec4</code>, or arrays of these. Either the
+ <function>i</function>, <function>ui</function> or <function>f</function> variants
+ may be used to provide values for uniform variables of type
+ <code>bool</code>, <code>bvec2</code>, <code>bvec3</code>, <code>bvec4</code>, or arrays of these. The uniform
+ variable will be set to <code>false</code> if the input value is 0 or 0.0f,
+ and it will be set to <code>true</code> otherwise.</para>
+
+ <para>All active uniform variables defined in a program object
+ are initialized to 0 when the program object is linked
+ successfully. They retain the values assigned to them by a call
+ to <function>glUniform </function> until the next successful
+ link operation occurs on the program object, when they are once
+ again initialized to 0.</para>
+
+ <para>The commands <function>glUniform{1|2|3|4}{f|i|ui}v</function>
+ can be used to modify a single uniform variable or a uniform
+ variable array. These commands pass a count and a pointer to the
+ values to be loaded into a uniform variable or a uniform
+ variable array. A count of 1 should be used if modifying the
+ value of a single uniform variable, and a count of 1 or greater
+ can be used to modify an entire array or part of an array. When
+ loading <emphasis>n</emphasis> elements starting at an arbitrary
+ position <emphasis>m</emphasis> in a uniform variable array,
+ elements <emphasis>m</emphasis> + <emphasis>n</emphasis> - 1 in
+ the array will be replaced with the new values. If
+ <parameter>m</parameter> + <parameter>n</parameter> - 1 is
+ larger than the size of the uniform variable array, values for
+ all array elements beyond the end of the array will be ignored.
+ The number specified in the name of the command indicates the
+ number of components for each element in
+ <parameter>value</parameter>, and it should match the number of
+ components in the data type of the specified uniform variable
+ (e.g., <function>1</function> for float, int, bool;
+ <function>2</function> for vec2, ivec2, bvec2, etc.). The data
+ type specified in the name of the command must match the data
+ type for the specified uniform variable as described previously
+ for <function>glUniform{1|2|3|4}{f|i|ui}</function>.</para>
+
+ <para>For uniform variable arrays, each element of the array is
+ considered to be of the type indicated in the name of the
+ command (e.g., <function>glUniform3f</function> or
+ <function>glUniform3fv</function> can be used to load a uniform
+ variable array of type vec3). The number of elements of the
+ uniform variable array to be modified is specified by
+ <parameter>count</parameter></para>
+
+ <para>The commands
+ <function>glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv</function>
+ are used to modify a matrix or an array of matrices. The numbers in the
+ command name are interpreted as the dimensionality of the matrix.
+ The number <function>2</function> indicates a 2 × 2 matrix
+ (i.e., 4 values), the number <function>3</function> indicates a
+ 3 × 3 matrix (i.e., 9 values), and the number
+ <function>4</function> indicates a 4 × 4 matrix (i.e., 16
+ values). Non-square matrix dimensionality is explicit, with the first
+ number representing the number of columns and the second number
+ representing the number of rows. For example,
+ <function>2x4</function> indicates a 2 × 4 matrix with 2 columns
+ and 4 rows (i.e., 8 values).
+ If <parameter>transpose</parameter> is
+ <constant>GL_FALSE</constant>, each matrix is assumed to be
+ supplied in column major order. If
+ <parameter>transpose</parameter> is
+ <constant>GL_TRUE</constant>, each matrix is assumed to be
+ supplied in row major order. The <parameter>count</parameter>
+ argument indicates the number of matrices to be passed. A count
+ of 1 should be used if modifying the value of a single matrix,
+ and a count greater than 1 can be used to modify an array of
+ matrices.</para>
+ </refsect1>
+ <refsect1 id="notes"><title>Notes</title>
+ <para><function>glUniform1i</function> and
+ <function>glUniform1iv</function> are the only two functions
+ that may be used to load uniform variables defined as sampler
+ types. Loading samplers with any other function will result in a
+ <constant>GL_INVALID_OPERATION</constant> error.</para>
+
+ <para>If <parameter>count</parameter> is greater than 1 and the
+ indicated uniform variable is not an array, a
+ <constant>GL_INVALID_OPERATION</constant> error is generated and the
+ specified uniform variable will remain unchanged.</para>
+
+ <para>Other than the preceding exceptions, if the type and size
+ of the uniform variable as defined in the shader do not match
+ the type and size specified in the name of the command used to
+ load its value, a <constant>GL_INVALID_OPERATION</constant> error will
+ be generated and the specified uniform variable will remain
+ unchanged.</para>
+
+ <para>If <parameter>location</parameter> is a value other than
+ -1 and it does not represent a valid uniform variable location
+ in the current program object, an error will be generated, and
+ no changes will be made to the uniform variable storage of the
+ current program object. If <parameter>location</parameter> is
+ equal to -1, the data passed in will be silently ignored and the
+ specified uniform variable will not be changed.</para>
+ </refsect1>
+ <refsect1 id="errors"><title>Errors</title>
+ <para><constant>GL_INVALID_OPERATION</constant> is generated if there
+ is no current program object.</para>
+
+ <para><constant>GL_INVALID_OPERATION</constant> is generated if the
+ size of the uniform variable declared in the shader does not
+ match the size indicated by the <function>glUniform</function>
+ command.</para>
+
+ <para><constant>GL_INVALID_OPERATION</constant> is generated if one of
+ the signed or unsigned integer variants of this function is used to load a uniform
+ variable of type <code>float</code>, <code>vec2</code>, <code>vec3</code>, <code>vec4</code>, or an array of these,
+ or if one of the floating-point variants of this function is
+ used to load a uniform variable of type <code>int</code>, <code>ivec2</code>, <code>ivec3</code>,
+ <code>ivec4</code>, <code>unsigned int</code>, <code>uvec2</code>, <code>uvec3</code>,
+ <code>uvec4</code>, or an array of these.</para>
+
+ <para><constant>GL_INVALID_OPERATION</constant> is generated if one of
+ the signed integer variants of this function is used to load a uniform
+ variable of type <code>unsigned int</code>, <code>uvec2</code>, <code>uvec3</code>,
+ <code>uvec4</code>, or an array of these.</para>
+
+ <para><constant>GL_INVALID_OPERATION</constant> is generated if one of
+ the unsigned integer variants of this function is used to load a uniform
+ variable of type <code>int</code>, <code>ivec2</code>, <code>ivec3</code>,
+ <code>ivec4</code>, or an array of these.</para>
+
+ <para><constant>GL_INVALID_OPERATION</constant> is generated if
+ <parameter>location</parameter> is an invalid uniform location
+ for the current program object and
+ <parameter>location</parameter> is not equal to -1.</para>
+
+ <para><constant>GL_INVALID_VALUE</constant> is generated if
+ <parameter>count</parameter> is less than 0.</para>
+
+ <para><constant>GL_INVALID_OPERATION</constant> is generated if
+ <parameter>count</parameter> is greater than 1 and the indicated
+ uniform variable is not an array variable.</para>
+
+ <para><constant>GL_INVALID_OPERATION</constant> is generated if a
+ sampler is loaded using a command other than
+ <function>glUniform1i</function> and
+ <function>glUniform1iv</function>.</para>
+
+ </refsect1>
+ <refsect1 id="associatedgets"><title>Associated Gets</title>
+ <para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
+ with the argument <constant>GL_CURRENT_PROGRAM</constant></para>
+
+ <para><citerefentry><refentrytitle>glGetActiveUniform</refentrytitle></citerefentry>
+ with the handle of a program object and the index of an active uniform variable</para>
+
+ <para><citerefentry><refentrytitle>glGetUniform</refentrytitle></citerefentry>
+ with the handle of a program object and the location of a
+ uniform variable</para>
+
+ <para><citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>
+ with the handle of a program object and the name of a uniform
+ variable</para>
+ </refsect1>
+ <refsect1 id="seealso"><title>See Also</title>
+ <para><citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry></para>
+ </refsect1>
+ <refsect1 id="Copyright"><title>Copyright</title>
+ <para>
+ Copyright <trademark class="copyright"></trademark> 2003-2005 3Dlabs Inc. Ltd.
+ Copyright <trademark class="copyright"></trademark> 2010 Khronos Group.
+ This material may be distributed subject to the terms and conditions set forth in
+ the Open Publication License, v 1.0, 8 June 1999.
+ <ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
+ </para>
+ </refsect1>
+</refentry>