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Internal material func rename
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@ -191,48 +191,48 @@ func SetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3) {
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}
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func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
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setUnifVec4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec4)
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internalSetUnifVec4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec4)
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}
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//go:noescape
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//go:linkname setUnifVec4 github.com/bloeys/nmage/materials.SetUnifVec4
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func setUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4)
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//go:linkname internalSetUnifVec4 github.com/bloeys/nmage/materials.SetUnifVec4
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func internalSetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4)
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func SetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4) {
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gl.ProgramUniform4fv(shaderProgId, unifLoc, 1, &vec4.Data[0])
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}
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func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
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setUnifMat2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat2)
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internalSetUnifMat2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat2)
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}
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//go:noescape
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//go:linkname setUnifMat2 github.com/bloeys/nmage/materials.SetUnifMat2
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func setUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2)
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//go:linkname internalSetUnifMat2 github.com/bloeys/nmage/materials.SetUnifMat2
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func internalSetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2)
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func SetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2) {
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gl.ProgramUniformMatrix2fv(shaderProgId, unifLoc, 1, false, &mat2.Data[0][0])
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}
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func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
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setUnifMat3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat3)
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internalSetUnifMat3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat3)
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}
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//go:noescape
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//go:linkname setUnifMat3 github.com/bloeys/nmage/materials.SetUnifMat3
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func setUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3)
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//go:linkname internalSetUnifMat3 github.com/bloeys/nmage/materials.SetUnifMat3
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func internalSetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3)
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func SetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3) {
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gl.ProgramUniformMatrix3fv(shaderProgId, unifLoc, 1, false, &mat3.Data[0][0])
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}
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func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
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setUnifMat4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat4)
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internalSetUnifMat4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat4)
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}
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//go:noescape
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//go:linkname setUnifMat4 github.com/bloeys/nmage/materials.SetUnifMat4
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func setUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4)
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//go:linkname internalSetUnifMat4 github.com/bloeys/nmage/materials.SetUnifMat4
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func internalSetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4)
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func SetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4) {
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gl.ProgramUniformMatrix4fv(shaderProgId, unifLoc, 1, false, &mat4.Data[0][0])
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