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WARNING: Redesigned SetShaderValue()

Ray 6 年 前
コミット
55f8dbc755

+ 10 - 10
examples/models/models_material_pbr.c

@@ -64,7 +64,7 @@ int main()
         
         // Send to material PBR shader camera view position
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
-        SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3);
+        SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
         //----------------------------------------------------------------------------------
 
         // Draw
@@ -148,9 +148,9 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
     
     // Setup required shader locations
-    SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
-    SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1);
-    SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1);
+    SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
+    SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
+    SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
 
     Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
     Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
@@ -174,14 +174,14 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
     
     // Enable sample usage in shader for assigned textures
-    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1);
-    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1);
-    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1);
-    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1);
-    SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1);
+    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+    SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
     
     int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
-    SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
+    SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
 
     // Set up material properties color
     mat.maps[MAP_ALBEDO].color = albedo;

+ 2 - 2
examples/models/models_skybox.c

@@ -30,11 +30,11 @@ int main()
     // Load skybox shader and set required locations
     // NOTE: Some locations are automatically set at shader loading
     skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
-    SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1);
+    SetShaderValue(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
 
     // Load cubemap shader and setup required shader locations
     Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
-    SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
+    SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
     
     // Load HDR panorama (sphere) texture
     Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");

+ 5 - 5
examples/models/rlights.h

@@ -158,20 +158,20 @@ Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shade
 void UpdateLightValues(Shader shader, Light light)
 {
     // Send to shader light enabled state and type
-    SetShaderValuei(shader, light.enabledLoc, (int[1]){ light.enabled }, 1);
-    SetShaderValuei(shader, light.typeLoc, (int[1]){ light.type }, 1);
+    SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT);
+    SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT);
 
     // Send to shader light position values
     float position[3] = { light.position.x, light.position.y, light.position.z };
-    SetShaderValue(shader, light.posLoc, position, 3);
+    SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3);
 
     // Send to shader light target position values
     float target[3] = { light.target.x, light.target.y, light.target.z };
-    SetShaderValue(shader, light.targetLoc, target, 3);
+    SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
 
     // Send to shader light color values
     float diff[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
-    SetShaderValue(shader, light.colorLoc, diff, 4);
+    SetShaderValue(shader, light.colorLoc, diff, UNIFORM_VEC4);
 }
 
 #endif // RLIGHTS_IMPLEMENTATION

+ 11 - 14
examples/others/standard_lighting.c

@@ -350,9 +350,6 @@ static void GetShaderLightsLocations(Shader shader)
 
 // Set shader uniform values for lights
 // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
-// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f():
-//SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
-//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
 static void SetShaderLightsValues(Shader shader)
 {
     int tempInt[8] = { 0 };
@@ -363,20 +360,20 @@ static void SetShaderLightsValues(Shader shader)
         if (i < lightsCount)
         {
             tempInt[0] = lights[i]->enabled;
-            SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
+            SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
             
             tempInt[0] = lights[i]->type;
-            SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type);
+            SetShaderValue(shader, lightsLocs[i][1], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type);
             
             tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
             tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
             tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
             tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
-            SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4);
+            SetShaderValue(shader, lightsLocs[i][5], tempFloat, UNIFORM_VEC4);
             //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
             
             tempFloat[0] = lights[i]->intensity;
-            SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1);
+            SetShaderValue(shader, lightsLocs[i][6], tempFloat, UNIFORM_FLOAT);
             
             switch (lights[i]->type)
             {
@@ -385,10 +382,10 @@ static void SetShaderLightsValues(Shader shader)
                     tempFloat[0] = lights[i]->position.x;
                     tempFloat[1] = lights[i]->position.y;
                     tempFloat[2] = lights[i]->position.z;
-                    SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
+                    SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
 
                     tempFloat[0] = lights[i]->radius;
-                    SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1);
+                    SetShaderValue(shader, lightsLocs[i][4], tempFloat, UNIFORM_FLOAT);
             
                     //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
                     //glUniform1f(lightsLocs[i][4], lights[i]->radius);
@@ -401,7 +398,7 @@ static void SetShaderLightsValues(Shader shader)
                     tempFloat[0] = direction.x;
                     tempFloat[1] = direction.y;
                     tempFloat[2] = direction.z;
-                    SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
+                    SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
                     
                     //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
                 } break;
@@ -410,7 +407,7 @@ static void SetShaderLightsValues(Shader shader)
                     tempFloat[0] = lights[i]->position.x;
                     tempFloat[1] = lights[i]->position.y;
                     tempFloat[2] = lights[i]->position.z;
-                    SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
+                    SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
                     
                     //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
                     
@@ -420,11 +417,11 @@ static void SetShaderLightsValues(Shader shader)
                     tempFloat[0] = direction.x;
                     tempFloat[1] = direction.y;
                     tempFloat[2] = direction.z;
-                    SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
+                    SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
                     //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
                     
                     tempFloat[0] = lights[i]->coneAngle;
-                    SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1);
+                    SetShaderValue(shader, lightsLocs[i][7], tempFloat, UNIFORM_FLOAT);
                     //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
                 } break;
                 default: break;
@@ -433,7 +430,7 @@ static void SetShaderLightsValues(Shader shader)
         else
         {
             tempInt[0] = 0;
-            SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0);   // Light disabled
+            SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0);   // Light disabled
         }
     }
 }

+ 1 - 1
examples/shaders/resources/shaders/glsl330/palette-switch.fs

@@ -16,7 +16,7 @@ out vec4 finalColor;
 void main()
 {
     // Texel color fetching from texture sampler
-    vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
+    vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
 
     // Convert the (normalized) texel color RED component (GB would work, too)
     // to the palette index by scaling up from [0, 1] to [0, 255].

+ 1 - 1
examples/shaders/shaders_custom_uniform.c

@@ -79,7 +79,7 @@ int main()
         swirlCenter[1] = screenHeight - mousePosition.y;
 
         // Send new value to the shader to be used on drawing
-        SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
+        SetShaderValue(shader, swirlCenterLoc, swirlCenter, UNIFORM_VEC2);
         
         UpdateCamera(&camera);              // Update camera
         //----------------------------------------------------------------------------------

+ 14 - 10
examples/shaders/shaders_palette_switch.c

@@ -1,6 +1,6 @@
 /*******************************************************************************************
 *
-*   raylib [shaders] example - Apply a postprocessing shader to a scene
+*   raylib [shaders] example - Color palette switch
 *
 *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
 *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
@@ -9,10 +9,10 @@
 *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
 *         raylib comes with shaders ready for both versions, check raylib/shaders install folder
 *
-*   This example has been created using raylib 2.x (www.raylib.com)
+*   This example has been created using raylib 2.3 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
-*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2019 Ramon Santamaria (@raysan5)
 *
 ********************************************************************************************/
 
@@ -28,7 +28,7 @@
 #define COLORS_PER_PALETTE      8
 #define VALUES_PER_COLOR        3
 
-static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE * VALUES_PER_COLOR] = {
+static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
     {
         0, 0, 0,
         255, 0, 0,
@@ -74,7 +74,7 @@ int main()
     int screenWidth = 800;
     int screenHeight = 450;
 
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette-switch shader");
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
 
     // Load shader to be used on some parts drawing
     // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
@@ -106,9 +106,10 @@ int main()
         // Send new value to the shader to be used on drawing.
         // Note that we are sending RGB triplets w/o the alpha channel *only* if the current
         // palette index has changed (in order to save performances).
-        if (currentPalette != paletteIndex) {
+        if (currentPalette != paletteIndex) 
+        {
             currentPalette = paletteIndex;
-            SetShaderValueArrayi(shader, paletteLoc, palettes[currentPalette], VALUES_PER_COLOR, COLORS_PER_PALETTE);
+            SetShaderValueV(shader, paletteLoc, palettes[currentPalette], UNIFORM_IVEC3, COLORS_PER_PALETTE);
         }
         //----------------------------------------------------------------------------------
 
@@ -126,14 +127,17 @@ int main()
                 int leftover = screenHeight % COLORS_PER_PALETTE;
                 int y = 0;
 
-                for (int i = 0; i < COLORS_PER_PALETTE; ++i) {
+                for (int i = 0; i < COLORS_PER_PALETTE; ++i) 
+                {
                     int height = linesPerRectangle;
-                    if (leftover > 0) {
+                    
+                    if (leftover > 0) 
+                    {
                         height += 1;
                         leftover -= 1;
                     }
 
-                    DrawRectangle(0, y, screenWidth, height, CLITERAL{ i, i, i, 255 });
+                    DrawRectangle(0, y, screenWidth, height, (Color){ i, i, i, 255 });
 
                     y += height;
                 }

+ 6 - 6
examples/shaders/shaders_raymarching.c

@@ -48,7 +48,7 @@ int main()
     int resolutionLoc = GetShaderLocation(shader, "resolution");
 
     float resolution[2] = { screenWidth, screenHeight };
-    SetShaderValue(shader, resolutionLoc, resolution, 2);
+    SetShaderValue(shader, resolutionLoc, resolution, UNIFORM_VEC2);
 
     float runTime = 0.0f;
 
@@ -70,11 +70,11 @@ int main()
         runTime += deltaTime;
 
         // Set shader required uniform values
-        SetShaderValue(shader, viewEyeLoc, cameraPos, 3);
-        SetShaderValue(shader, viewCenterLoc, cameraTarget, 3);
-        SetShaderValue(shader, viewUpLoc, cameraUp, 3);
-        SetShaderValue(shader, deltaTimeLoc, &deltaTime, 1);
-        SetShaderValue(shader, runTimeLoc, &runTime, 1);
+        SetShaderValue(shader, viewEyeLoc, cameraPos, UNIFORM_VEC3);
+        SetShaderValue(shader, viewCenterLoc, cameraTarget, UNIFORM_VEC3);
+        SetShaderValue(shader, viewUpLoc, cameraUp, UNIFORM_VEC3);
+        SetShaderValue(shader, deltaTimeLoc, &deltaTime, UNIFORM_FLOAT);
+        SetShaderValue(shader, runTimeLoc, &runTime, UNIFORM_FLOAT);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 19 - 4
src/raylib.h

@@ -676,6 +676,23 @@ typedef enum {
 #define LOC_MAP_DIFFUSE      LOC_MAP_ALBEDO
 #define LOC_MAP_SPECULAR     LOC_MAP_METALNESS
 
+// Shader uniform data types
+typedef enum {
+    UNIFORM_BOOL = 0,
+    UNIFORM_INT,
+    UNIFORM_UNIT,
+    UNIFORM_FLOAT,
+    UNIFORM_IVEC2,
+    UNIFORM_IVEC3,
+    UNIFORM_IVEC4,
+    UNIFORM_UVEC2,
+    UNIFORM_UVEC3,
+    UNIFORM_UVEC4,
+    UNIFORM_VEC2,
+    UNIFORM_VEC3,
+    UNIFORM_VEC4,
+} ShaderUniformDataType;
+
 // Material map type
 typedef enum {
     MAP_ALBEDO    = 0,       // MAP_DIFFUSE
@@ -1229,10 +1246,8 @@ RLAPI Texture2D GetTextureDefault(void);                                  // Get
 
 // Shader configuration functions
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
-RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size);  // Set shader uniform value (int)
-RLAPI void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4)
-RLAPI void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4)
+RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType);               // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count);   // Set shader uniform value vector
 RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
 RLAPI void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 RLAPI void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)

+ 51 - 45
src/rlgl.h

@@ -332,6 +332,23 @@ typedef unsigned char byte;
         LOC_MAP_PREFILTER,
         LOC_MAP_BRDF
     } ShaderLocationIndex;
+    
+    // Shader uniform data types
+    typedef enum {
+        UNIFORM_BOOL = 0,
+        UNIFORM_INT,
+        UNIFORM_UNIT,
+        UNIFORM_FLOAT,
+        UNIFORM_IVEC2,
+        UNIFORM_IVEC3,
+        UNIFORM_IVEC4,
+        UNIFORM_UVEC2,
+        UNIFORM_UVEC3,
+        UNIFORM_UVEC4,
+        UNIFORM_VEC2,
+        UNIFORM_VEC3,
+        UNIFORM_VEC4,
+    } ShaderUniformDataType;
 
     #define LOC_MAP_DIFFUSE      LOC_MAP_ALBEDO
     #define LOC_MAP_SPECULAR     LOC_MAP_METALNESS
@@ -468,10 +485,8 @@ Texture2D GetTextureDefault(void);                                  // Get defau
 
 // Shader configuration functions
 int GetShaderLocation(Shader shader, const char *uniformName);              // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size);  // Set shader uniform value (int)
-void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count); // Set shader uniform value (array of float/vec2/vec3/vec4)
-void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count); // Set shader uniform value (array of int/ivec2/ivec3/ivec4)
+void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType);               // Set shader uniform value
+void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count);   // Set shader uniform value vector
 void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);       // Set shader uniform value (matrix 4x4)
 void SetMatrixProjection(Matrix proj);                              // Set a custom projection matrix (replaces internal projection matrix)
 void SetMatrixModelview(Matrix view);                               // Set a custom modelview matrix (replaces internal modelview matrix)
@@ -2893,49 +2908,40 @@ int GetShaderLocation(Shader shader, const char *uniformName)
     return location;
 }
 
-// Set shader uniform value (float/vec2/vec3/vec4)
-void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size)
-{
-    SetShaderValueArray(shader, uniformLoc, value, size, 1);
-}
-
-// Set shader uniform value (int/ivec2/ivec3/ivec4)
-void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size)
+// Set shader uniform value
+void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
 {
-    SetShaderValueArrayi(shader, uniformLoc, value, size, 1);
+    SetShaderValueV(shader, uniformLoc, value, uniformType, 1);
 }
 
-// Set shader uniform value (array of float/vec2/vec3/vec4)
-void SetShaderValueArray(Shader shader, int uniformLoc, const float *value, int size, int count)
+// Set shader uniform value vector
+void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count)
 {
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     glUseProgram(shader.id);
 
-    if (size == 1) glUniform1fv(uniformLoc, count, value);     // Shader uniform type: float[]
-    else if (size == 2) glUniform2fv(uniformLoc, count, value);     // Shader uniform type: vec2[]
-    else if (size == 3) glUniform3fv(uniformLoc, count, value);     // Shader uniform type: vec3[]
-    else if (size == 4) glUniform4fv(uniformLoc, count, value);     // Shader uniform type: vec4[]
-    else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)");
-
+    switch (uniformType)
+    {
+        case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break;
+        case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
+        case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break;
+        case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
+        case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
+        case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
+        case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
+        case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break;
+        case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break;
+        case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break;
+        case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
+        case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
+        case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
+        default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
+    }
+    
     //glUseProgram(0);      // Avoid reseting current shader program, in case other uniforms are set
 #endif
 }
 
-// Set shader uniform value (array of int/ivec2/ivec3/ivec4)
-void SetShaderValueArrayi(Shader shader, int uniformLoc, const int *value, int size, int count)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    glUseProgram(shader.id);
-
-    if (size == 1) glUniform1iv(uniformLoc, count, value);          // Shader uniform type: int[]
-    else if (size == 2) glUniform2iv(uniformLoc, count, value);     // Shader uniform type: ivec2[]
-    else if (size == 3) glUniform3iv(uniformLoc, count, value);     // Shader uniform type: ivec3[]
-    else if (size == 4) glUniform4iv(uniformLoc, count, value);     // Shader uniform type: ivec4[]
-    else TraceLog(LOG_WARNING, "Wrong size for shader's uniform value (1 to 4 supported)");
-
-    //glUseProgram(0);      // Avoid reseting current shader program, in case other uniforms are set
-#endif
-}
 
 // Set shader uniform value (matrix 4x4)
 void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
@@ -4286,15 +4292,15 @@ static void SetStereoConfig(VrDeviceInfo hmd)
 
 #if defined(SUPPORT_DISTORTION_SHADER)
     // Update distortion shader with lens and distortion-scale parameters
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
-
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, 4);
-    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2);
+
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, UNIFORM_VEC2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4);
+    SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4);
 #endif
 
     // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)