Shader.setUniform
- void setUniform(const(char)[] name, float x)
 - void setUniform(const(char)[] name, ref const(Vec2) vector)
 - void setUniform(const(char)[] name, ref const(Vec3) vector)
 - void setUniform(const(char)[] name, ref const(Vec4) vector)
 - void setUniform(const(char)[] name, int x)
 - void setUniform(const(char)[] name, ref const(Ivec2) vector)
 - void setUniform(const(char)[] name, ref const(Ivec3) vector)
 - void setUniform(const(char)[] name, ref const(Ivec4) vector)
 - void setUniform(const(char)[] name, bool x)
 - void setUniform(const(char)[] name, ref const(Bvec2) vector)
 - void setUniform(const(char)[] name, ref const(Bvec3) vector)
 - void setUniform(const(char)[] name, ref const(Bvec4) vector)
 - void setUniform(const(char)[] name, ref const(Mat3) matrix)
 - void setUniform(const(char)[] name, ref const(Mat4) matrix)
 - void setUniform(const(char)[] name, const(Texture) texture)
 - void setUniform(const(char)[] name, CurrentTextureType)
 - void opIndexAssign(ref const(Ivec3) vector, const(char)[] name)
 
 
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Specify value for ivec3 uniform.