Set a declared mat4x4<f32> uniform. Convenience wrapper over setShaderUniform().
Accepts a raw Float32Array or the engine's branded Mat4 (e.g. the result of
getViewProjectionMatrix() / invertMat4()), so camera/math matrices can be fed
straight into a matrix uniform without laundering through a typed array.
Set a declared
mat4x4<f32>uniform. Convenience wrapper oversetShaderUniform(). Accepts a rawFloat32Arrayor the engine's brandedMat4(e.g. the result ofgetViewProjectionMatrix()/invertMat4()), so camera/math matrices can be fed straight into a matrix uniform without laundering through a typed array.