( progObj.unifomLocation[name], val ); }    ShaderProgram.SetUniformF0  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform0f( progObj.unifomLocation[name], val ); }    ShaderProgram.SetUniformF0  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform0fv( progObj.unifomLocation[name], arr ); }    ShaderProgram.SetUniformF0  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform0fv( progObj.unifomLocation[name], arr ); }    ShaderProgram.SetUniformF0  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform0fv( progObj.unifomLocation[name], arr ); }    ShaderProgram.SetUniformM00 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix0fv( progObj.unifomLocation[name], false, mat ); }    ShaderProgram.SetUniformM00 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix0fv( progObj.unifomLocation[name], false, mat ); }    ShaderProgram.