
delSource Deletes the shader that was applied to the the material
getFragmentProg Returns every line of fragment program this shader is using
getVertexProg Returns every line of vertex program this shader is using
isValid Returns whether or not the shader has been set
setAttrib Official documentation says that the value of "tangent" is always used
setNumberOfPasses Sets the number of times the shader is applied to the material
setSampler Sets the sampler
setSource Sets the vertex and fragment program
setUniform1f Passes one float value from the main program to the vertex or fragment program
setUniform1i Passes one integer value from the main program to the vertex or fragment program
setUniform2f Passes two float values from the main program to the vertex or fragment program
setUniform2i Passes two integer values from the main program to the vertex or fragment program
setUniform3f Passes three float values from the main program to the vertex or fragment program
setUniform3i Passes three integer values from the main program to the vertex or fragment program
setUniform4f Passes four float values from the main program to the vertex or fragment program
setUniform4i Passes four integer values from the main program to the vertex or fragment program
setUniformDef Bridges the gap between Blender and OpenGL GLSL with predefined functions
setUniformfv Sets a uniform float vec2 or vec3 or vec4 variable that is being passed to the Vertex or Fragment program
setUniformiv Sets a uniform integer vec2 or vec3 or vec4 variable that is being passed to the Vertex or Fragment program
setUniformMatrix3 Transposes the way the matrix is read. By column or by row
setUniformMatrix4 Transposes the way the matrix is read. By column or by row