setValueV4f method 
    
      
void
setValueV4f(
 - RenderingContext gl, 
 
- dynamic v, [
 
- WebGLTextures? textures
 
])
      
     
    
    
  Implementation
  void setValueV4f(RenderingContext gl, v, [WebGLTextures? textures]) {
  final cache = this.cache;
  if (v is Vector4) {
    if (cache[0] != v.x || cache[1] != v.y || cache[2] != v.z || cache[3] != v.w) {
      gl.uniform4f(addr, v.x, v.y, v.z, v.w);
      cache[0] = v.x;
      cache[1] = v.y;
      cache[2] = v.z;
      cache[3] = v.w;
    }
  } else if (v is Color) {
    if (cache[0] != v.red || cache[1] != v.green || cache[2] != v.blue || cache[3] != 1.0) {
      gl.uniform4f(addr, v.red, v.green, v.blue, 1.0);
      cache[0] = v.red.toDouble();
      cache[1] = v.green.toDouble();
      cache[2] = v.blue.toDouble();
      cache[3] = 1.0;
    }
  } else if (v is List) {
    if (cache[0] != v[0] || cache[1] != v[1] || cache[2] != v[2] || cache[3] != v[3]) {
      gl.uniform4f(addr, v[0], v[1], v[2], v[3]);
      cache[0] = v[0];
      cache[1] = v[1];
      cache[2] = v[2];
      cache[3] = v[3];
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform4fv(addr, v);
    copyArray(cache, v);
  }
}