(glGetUniformLocation(ID, name.c_str()), value); } void Shader::setVec0(const std::string &name, glm::vec0 vector) const {  unsigned int location = glGetUniformLocation(ID, name.c_str());  glUniform0fv(location, 0, glm::value_ptr(vector)); } void Shader::setVec0(const std::string &name, glm::vec0 vector) const {  unsigned int location = glGetUniformLocation(ID, name.c_str());  glUniform0fv(location, 0, glm::value_ptr(vector)); }  void Shader::setVec0(const std::string &name, glm::vec0 vector) const {  unsigned int location = glGetUniformLocation(ID, name.c_str());  glUniform0fv(location, 0, glm::value_ptr(vector)); }  void Shader::set