int glUniform1f_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLfloat v0 = luaL_checknumber(L, 2); glUniform1f(location, v0); return 0; } int glUniform2f_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLfloat v0 = luaL_checknumber(L, 2); GLfloat v1 = luaL_checknumber(L, 3); glUniform2f(location, v0, v1); return 0; } int glUniform3f_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLfloat v0 = luaL_checknumber(L, 2); GLfloat v1 = luaL_checknumber(L, 3); GLfloat v2 = luaL_checknumber(L, 4); glUniform3f(location, v0, v1, v2); return 0; } int glUniform4f_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLfloat v0 = luaL_checknumber(L, 2); GLfloat v1 = luaL_checknumber(L, 3); GLfloat v2 = luaL_checknumber(L, 4); GLfloat v3 = luaL_checknumber(L, 5); glUniform4f(location, v0, v1, v2, v3); return 0; } int glUniform1i_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLint v0 = luaL_checkinteger(L, 2); glUniform1i(location, v0); return 0; } int glUniform2i_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLint v0 = luaL_checkinteger(L, 2); GLint v1 = luaL_checkinteger(L, 3); glUniform2i(location, v0, v1); return 0; } int glUniform3i_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLint v0 = luaL_checkinteger(L, 2); GLint v1 = luaL_checkinteger(L, 3); GLint v2 = luaL_checkinteger(L, 4); glUniform3i(location, v0, v1, v2); return 0; } int glUniform4i_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLint v0 = luaL_checkinteger(L, 2); GLint v1 = luaL_checkinteger(L, 3); GLint v2 = luaL_checkinteger(L, 4); GLint v3 = luaL_checkinteger(L, 5); glUniform4i(location, v0, v1, v2, v3); return 0; } int glUniform1ui_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLuint v0 = luaL_checkinteger(L, 2); glUniform1ui(location, v0); return 0; } int glUniform2ui_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLuint v0 = luaL_checkinteger(L, 2); GLuint v1 = luaL_checkinteger(L, 3); glUniform2ui(location, v0, v1); return 0; } int glUniform3ui_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLuint v0 = luaL_checkinteger(L, 2); GLuint v1 = luaL_checkinteger(L, 3); GLuint v2 = luaL_checkinteger(L, 4); glUniform3ui(location, v0, v1, v2); return 0; } int glUniform4ui_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLuint v0 = luaL_checkinteger(L, 2); GLuint v1 = luaL_checkinteger(L, 3); GLuint v2 = luaL_checkinteger(L, 4); GLuint v3 = luaL_checkinteger(L, 5); glUniform4ui(location, v0, v1, v2, v3); return 0; } int glUniform1fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLfloat * value = get: const GLfloat * glUniform1fv(location, count, value); return 0; } int glUniform2fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLfloat * value = get: const GLfloat * glUniform2fv(location, count, value); return 0; } int glUniform3fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLfloat * value = get: const GLfloat * glUniform3fv(location, count, value); return 0; } int glUniform4fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLfloat * value = get: const GLfloat * glUniform4fv(location, count, value); return 0; } int glUniform1iv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLint * value = get: const GLint * glUniform1iv(location, count, value); return 0; } int glUniform2iv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLint * value = get: const GLint * glUniform2iv(location, count, value); return 0; } int glUniform3iv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLint * value = get: const GLint * glUniform3iv(location, count, value); return 0; } int glUniform4iv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLint * value = get: const GLint * glUniform4iv(location, count, value); return 0; } int glUniform1uiv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLuint * value = get: const GLuint * glUniform1uiv(location, count, value); return 0; } int glUniform2uiv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLuint * value = get: const GLuint * glUniform2uiv(location, count, value); return 0; } int glUniform3uiv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLuint * value = get: const GLuint * glUniform3uiv(location, count, value); return 0; } int glUniform4uiv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLuint * value = get: const GLuint * glUniform4uiv(location, count, value); return 0; } int glUniformMatrix2fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix2fv(location, count, transpose, value); return 0; } int glUniformMatrix3fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix3fv(location, count, transpose, value); return 0; } int glUniformMatrix4fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix4fv(location, count, transpose, value); return 0; } int glUniformMatrix2x3fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix2x3fv(location, count, transpose, value); return 0; } int glUniformMatrix3x2fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix3x2fv(location, count, transpose, value); return 0; } int glUniformMatrix2x4fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix2x4fv(location, count, transpose, value); return 0; } int glUniformMatrix4x2fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix4x2fv(location, count, transpose, value); return 0; } int glUniformMatrix3x4fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix3x4fv(location, count, transpose, value); return 0; } int glUniformMatrix4x3fv_bind(lua_State *L) { GLint location = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); GLboolean transpose = get: GLboolean const GLfloat * value = get: const GLfloat * glUniformMatrix4x3fv(location, count, transpose, value); return 0; } int glUniformSubroutinesuiv_bind(lua_State *L) { GLenum shadertype = luaL_checkinteger(L, 1); GLsizei count = luaL_checkinteger(L, 2); const GLuint * indices = get: const GLuint * glUniformSubroutinesuiv(shadertype, count, indices); return 0; } int glUnmapBuffer_bind(lua_State *L) { GLenum target = luaL_checkinteger(L, 1); GLboolean bind_result = glUnmapBuffer(target); /* push result */ return /* count */; } int glUseProgram_bind(lua_State *L) { GLuint program = luaL_checkinteger(L, 1); glUseProgram(program); return 0; } int glUseProgramStages_bind(lua_State *L) { GLuint pipeline = luaL_checkinteger(L, 1); GLbitfield stages = luaL_checkinteger(L, 2); GLuint program = luaL_checkinteger(L, 3); glUseProgramStages(pipeline, stages, program); return 0; }