Sets a 4f uniform value based on the given name on the currently set shader.
The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
update method. However, when working within a Shader file
directly, use the
WebGLShader method equivalent instead, to avoid the program
The name of the uniform to set.
X component of the uniform
Y component of the uniform
Z component of the uniform
W component of the uniform
The shader to set the value on. If not given, the
This WebGLPipeline instance.